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PST Animations to BGII


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#61 Cuv

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Posted 22 October 2007 - 11:49 AM

I did one more before bed and uploaded it. I can do about two per morning after work.

Here is the Tuscampa;

Toscampa.jpg

I also gave him spellcasting animation... don't ask me why. Probably just because I could do it :whistling: Anyways, someone might want him to cast spells. He has no GU (get up) or SL (sleep) animations.

Toscampaspell.jpg

In case you haven't noticed, I am uploading them one at a time. Most people probably don't want to download a 600mb file to get the one animation they want. This way you can grab what you need.

And in case you are also wondering why I am doing the ones I am doing??? Well, I have them all sorted by folder... just grabbing two I havent done each day and making them. No reason. If you have a preference... go ahead and speak up.

Enjoy... probably more will be added tomorrow.

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#62 Miloch

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Posted 22 October 2007 - 12:34 PM

Cool stuff. Are there more humanoid-looking creatures in PST that are vaguely BG-sized? Would it be a huge pain to resize the ones that are bigger?

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#63 Cuv

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Posted 23 October 2007 - 11:12 AM

Cool stuff. Are there more humanoid-looking creatures in PST that are vaguely BG-sized? Would it be a huge pain to resize the ones that are bigger?


Yeah, there are tons of humanoids. It has alot of normal folks and general humanoids just like BG and IWD, but they are unique to PST. I will see what I can do about resizing some for use. Will keep doing monsters for now that dont need to be resized.

Two more today uploaded to the resources section:

Gronk.jpg
Gronk

Grillig.jpg
Grillig
This guy had limited animations in PST, but I put together a complete animation package for him with getting up, sleeping, spellcasting, etc. The sleeping animations might become important once I figure out the best way to workaround the death animations with the weapon slot trick.

#64 Cuv

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Posted 24 October 2007 - 06:09 AM

Liam created a new location for the animations:

Resource Center

#65 Rabain

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Posted 24 October 2007 - 07:11 PM

Can you do the Lim-lim?

If anyone could throw me the Lim-Lim dialogue file it would be great too. I'm on the opposite side of the planet to my home computer!

Just out of curiosity, whats the biggest creature available in PST? Anything to rival Dragon/Remora?

Any dogs in PST?
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#66 Tassadar88

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Posted 24 October 2007 - 11:50 PM

There are no dragons in PST - or anything of that size for the matter. The Trocopotaca that Cuv already made is the largest circle appearing, then there are Shomien (kind of a horse thingy), and most of the other opponents are either humanoids (max twice the size of man) or demons.

As for animals, there are no dogs to my knowledge, but there are Lim-Lims and Trichas (like half the man size large green chickens).
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#67 Tassadar88

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Posted 25 October 2007 - 12:30 AM

And here is the limlim dialogue and a Tricha gif :)

Attached Images

  • CWLKJBRB_Sequence5.gif

Attached Files

  • Attached File  DLIMX.d   2.05K   239 downloads

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#68 Rabain

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Posted 25 October 2007 - 12:44 AM

Right, thanks.

I have spent some time updating the BG2 Familiar spell, more Familiars, choice of Familiar etc. Always looking for new options that players might like.

I can understand people might want a Lim-lim but would anyone want a Tricha?

Is Coaxmetal an animation or just a static animation bam, he's big right?
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#69 Tassadar88

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Posted 25 October 2007 - 01:47 AM

He is a collection of static animations and a background image. I found IGHEAD.bam and IGARM.bam, which were the individual moving parts of the golem. I think that he doesn´t even have a circle - you just click the head.

Attached Images

  • IGARM_Sequence0.gif
  • IGHEAD_Sequence0.gif

Edited by Tassadar88, 25 October 2007 - 01:48 AM.

The Mind is its own place and in itself - can make a Heaven of Hell, a Hell of Heaven. -John Milton, Paradise lost

#70 Cuv

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Posted 25 October 2007 - 12:39 PM

Can you do the Lim-lim?


Yep :cheers:

See... I do requests!

Uploaded today:

Lim_Lim.jpg

Lim_Lim_resized.jpg

Lim-Lim
I had to reconstruct several of the animation files for him... but I am getting better at this. This not only includes a full 24 bam animation set, but it also includes two versions: One normal size, and the second is a reduced size. I am really not sure what slot you could realistically use for the smaller version... something important will have to be overwritten to use it as a familiar, but will leave that up to you on how you handle it.

Fhjull.jpg

Fhjull Fork-Tongue (Demon). This one also has a full animation set.

Tass wants the Red Abashai, will try to do that tonight and one other.

#71 Rabain

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Posted 25 October 2007 - 06:53 PM

I don't know if the weapon slot method would work with existing Familiar animations?

You never get to see your Familiars backpack so if it can be used it should be okay.

I prefer the larger animation, to be honest I've always thought the Familiar animations were to small.
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#72 Sir BillyBob

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Posted 26 October 2007 - 05:37 AM

That isn't a bad idea. I agree that the familiars could probably all go together in one animation group. A death sequence could just be of the creature disappearing (it was summoned in the first place). Demons could be together for the same reason. The different skeleton types could probably be grouped also.

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#73 Galactygon

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Posted 26 October 2007 - 04:52 PM

About the solution for the death animations:

I also came up with the idea of playing a script that activates a VVC when the creature dies, but there is a very (detriminal) flaw in attatching scripts for the creature:

Stunned, sleeping, feebleminded creatures do not play scripts.

So in this case, either the creature is immune to disabling effects (which I don't like since it renders certain tactics useless), or the disabled creature is not allowed to die (I am guessing MINHP1 ring would be used in conjunction with the scripts), or the disabled creature disappears at its point of death.

I might try having BALDUR(25).bcs do the script instead of the cre itself.

Perhaps something like this:
IF
  See([ANYONE]) // I do not know if you could use the See() trigger in BALDUR.bcs, so this might not work
  HP(LastSeenBy(Myself),1) // If the cre is reduced to 1 hit point
  HasItemEquiped("XXXX",LastSeenBy(Myself)) // If the cre has a certain item that could make it "detectable" by the script
THEN
  RESPONSE #100
	ApplySpellRES("XXXX",LastSeenBy(Myself)) // Casts a spell that kills the creature and plays the death vvc
END

// Then of course, there should be a way to manually give XP to the party for the killed creature
// I do not know if the .vvc files respond to light maps. This could create very odd effects in certain areas

Again, this needs thorough testing before any decisions are made.

So far, I like Hlidskialf's idea of dropping an item with the cre's corpse as the ground icon. Except the cre would always be facing the same direction.

-Galactygon

BTW for Caedwyr: I hope you can resume posting the AD&D stats for extra planar creatures in the Lost Crossroads workroom. Even after 2 years, I find those .pdfs really useful.

Edited by Galactygon, 26 October 2007 - 04:53 PM.

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#74 Cuv

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Posted 27 October 2007 - 06:45 AM

Heya Galactygon :cheers: Yeah, still toying with options. I had another idea to just put the 'chunks' animation into several of the creature animations blank files... that way you will always at least see something happen... but not tested to see how it looks.

Rabain and SirBillyBob: Well, all the familiars 'could' be consolidated into a single slot... probably... but you have to remember that all of their animations would have to be rebuilt to use that trick... and it hasnt even been tested. In order to use the weapon slot trick, you need IWD style animations (which use the E bams), all of the familiars in the game use the BG style animations: G1, G2, G11, G12, G13, G14, G15, G21, G22, G23, G24, G25, G26. It would not be hard for me to convert them... that is basically what I have had to do with the PST animations already. And... it would free up 5 BG style slots that are better utilized by an NPC type animation... and, in some cases, weapon animation can be given to these. I am not sure about the familiar slots though... would need to test it.

On yet another side note: I began to notice that not all Animate.ids files distributed around with mods have the same listings. Tass sent me the ids for BGT.. and although it has some updated refs, it was also incomplete. I was seriously trying to make sure that all possible slots are actually used. I began looking through all the Animate.ids files I could find... and they are ALL different. Here and there... missing an entry. Some have entries that others do not.

So, taking a break from converting animations... I went on a quest through the .EXE with my hex editor to look for all the prefixes for animations that should be useable in the game. I know that it has been done many times before... but I wanted to see for myself. As I began comparing IDS files for ANIMATE and ANISND... I noticed alot of missed listings on each... so I have a fully repaired Animate.ids and Anisnd.ids. Will upload it soon when I have finished exploring the options.

My findings yielded a few anomalies:

MSAI animation is contained and shipped with BGII... but there is no listing for this animation in the EXE. It is mentioned in another thread here "Have you seen this creature". It may be the BLOB_MIST_CREATURE... but the Animate.ids, Anisnd.ids and EXE list this entry as MMST prefix... not MSAI. So... I am unsure. I havent tested the slot... if tested, it should crash the game to use it... and that is good news if it does. A new animation can be placed into that slot. It uses the BG animation style of G1, G2, G11, G12, etc.

Dragon slots: It appears to me from looking at the EXE that the engine actually supports 7 dragon prefixes... but I may be wrong. There is an awful lot of ">>>FALSE. MDR7 " going on in the EXE. Will test this out. But also looking at the EXE has got me thinking... without tampering with the byte count... why can't we patch the EXE to give us a few more animation prefixes and slots? It should be possible. I saw several opportunities to unlock or even add prefixes where there was redundancy. But... I am not an expert on that.

Here are the prefixes listed in the EXE that do not seem to have animations: MDR4, MDR6, MDR7. There are at least 7 dragons listed in the Animate.ids... but these mostly all appear to be attached to MDR1 in the EXE. Tons of code about that with the animation profile... then the anomalous refs for MDR4, MDR6 and MDR7. MDR5 appears to be used... as does MDR1, MDR2 and MDR3.

Another ref in the EXE that I could not find in any ids... nor in the game is SSHD. This ref appears right between Sarevok and the Doom Guard... which makes no sense to me... there are no missing bytes in there????:
USAR 0x6404 USAR CGAMEANIMATIONTYPE_SAREVOK
SSHD NOT FOUND
MDGU 0x6405 MDGU CGAMEANIMATIONTYPE_DOOM_GUARD
MDGU 0x6406 MDGU CGAMEANIMATIONTYPE_DOOM_GUARD_LARGER

Please bear in mind that I am old and might be blind... if you have knowledge of these prefixes that I missed. WinHex is fun... but the numbers and characters do blurr after a while of staring at code. Anyways... please correct me if I am wrong on any of my so-called anomalies :ph34r: Just looking for opportunities to exploit.

Cuv
Also.. if anyone can tell me just how to patch the EXE by replacing bytes with WeiDU (is it possible?)... then I would be grateful. Want to try a few things out.

#75 Miloch

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Posted 27 October 2007 - 01:04 PM

But also looking at the EXE has got me thinking... without tampering with the byte count... why can't we patch the EXE to give us a few more animation prefixes and slots? It should be possible. I saw several opportunities to unlock or even add prefixes where there was redundancy.

That would be badass... assuming it could be done safely without impacting anything else.

Also.. if anyone can tell me just how to patch the EXE by replacing bytes with WeiDU (is it possible?)... then I would be grateful. Want to try a few things out.

I don't think you can with WeiDU (maybe you could request it though). Possibly you could use a patch utility or re-engineer something like InfinityCracker to do it.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#76 Caedwyr

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Posted 27 October 2007 - 06:07 PM

With respect to using Weidu to edit the .exe, you might want to check out the Widescreen mod. I know that the_bigg does hack the .exe, but I don't know if he uses weidu to do it or not.
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#77 Cuv

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Posted 28 October 2007 - 08:47 AM

Thank you both Miloch and Caedwyr. Yep, theBigg does indeed patch the EXE... I dont really understand the coding, but it looks correct. So it is possible. I have Hackman and WinHex... but grabbed the InfinityCracker anyway... thanks. I still don't know what to change specifically...will keep poking around when I have the time... back to the conversions for now.

Looking more closely at the EXE... I found that SSHD is simply ground shadow animation attached to the Doom Guard animation... seems a waste to me since most of the Doom Guard usage in the game and modding requires it to be totally invisible... ah well. I dont think that part can be patched.

Also, looking more closely at the Dragon refs... it appears that MDR1-3 are used for Red, Black and Silver (respectively)... and the other types of dragons are variations on MDR1. I have updated my ANISND.ids with the following from the EXE:

 0x1200 MDR1		CGAMEANIMATIONTYPE_DRAGON_RED
 0x1201 MDR2		CGAMEANIMATIONTYPE_DRAGON_BLACK
 0x1202 MDR3		CGAMEANIMATIONTYPE_DRAGON_SILVER
 0x1203 MDR1_GR  CGAMEANIMATIONTYPE_DRAGON_GREEN
 0x1204 MDR1_AQ  CGAMEANIMATIONTYPE_DRAGON_AQUA
 0x1205 MDR1_BL   CGAMEANIMATIONTYPE_DRAGON_BLUE
 0x1206 MDR1_BR  CGAMEANIMATIONTYPE_DRAGON_BROWN
 0x1207 MDR1_MC  CGAMEANIMATIONTYPE_DRAGON_MULTICOLOR

I am just trying to get all the info I can... these arent really necessary to be in ANISND.ids. But someone might want to make a specific sound 2da for type.

Okay... so that just leaves us with the unused animations that shipped with both BG1 and BGII:

MSAI - Strange 'creature from the black lagoon' thing
MBEG - Unused Death Tyrant animation.

Both of these animations are already structured to support the MDK slots. I already use MDK_MAX for the beholder... and it works beautifully.

Elliseme has a duplicate animation that doesnt look complete... but it is also structured to work in an MDK slot... so I am moving her to that slot... and freeing up the NELL slot. Ellesime will work just fine for the limited role she has in SoA, I would think. All she really does is just stand there... Perhaps even free up that slot too and put her in the STATIC_SPIDER_WOMAN slot???? This would be an excellent slot for an NPC, btw... the NELL slot. No weapon animation... but good maybe for that Lim Lim familiar???? It has a humanoid feet circle... duh! Hehe. Anyways, just throwing out ideas on slot assignments.

#78 Cuv

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Posted 28 October 2007 - 10:10 AM

Sorry... just one upload today. I got a little side-tracked with the EXE.

Here is the Red Abishai:

Red_Abishai.jpg


I will begin converting the humanoids soon.

Note: Anyone wishing to use Annah as an NPC... I suggest you wait until I have a new conversion for her using the BG style format for the Ellesime slot I mentioned above. If you just want her as a creature... proceed with the uploaded version.

Cuv

#79 Sir BillyBob

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Posted 28 October 2007 - 10:47 AM

Cuv, the STATIC_SPIDER_WOMAN is used for that creature in BG1 in the Cloakwoods. Area AR2101 in BG1. I've never understood the reasoning for using a slot for a creature that basically could be a regular BAM file. If I remember right, it just moves back and forth with 2 frames. What a waste.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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#80 Deathsangel

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Posted 28 October 2007 - 01:36 PM

I actually have on a rare occassion the static spider woman moving towards me ingame :blink:
Red Abishai neat :D
That trick with the .exe would be sweet if you could pull it of Cuv, from what I understand (and that isn't always that well though, as you know :whistling:) That could create a whole lot of room creating no more problems with compatibility. All mods need the same .exe hack though... and some method for testing if no other already used it.
Oh, there is also a Gem Dragon in the Saerileth mod, with purple colours. Did you look what that has as prefix?

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