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PST Animations to BGII


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#121 Kwiat_W

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Posted 09 November 2007 - 07:36 AM

On the first screenshot creature casts a spell and on the second one it's already dead but the spell animation is still being played. Single bam, single vvc, no rat, less scripting and corpses can be shown for hours.


Hey, that could work alright. Thank you. Can you attach the two files you are using... or link me to Avenger's instruction?

I don't remember if Avenger gave any specific instructions or just uploaded an example somewhere, but when you edit vvc in DLTCEP there is a "Face Target" field among the unknowns.
This method will still require lots of work as bam file must have 16 sequences. And I was wrong saying that corpses can be shown for hours as I was thinking about a second sequence with a single frame being played in a loop, but you have to use 16 sequences already so it wouldn't work. I guess this idea still needs some brainstorming. :wacko:
Attached File  w301.zip   1.26MB   214 downloads

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
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#122 Chronis

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Posted 09 November 2007 - 06:37 PM

More animation slots? I saw these listed in another post over at BA, According to the post they work. They are not currently listed in my animate.ids

0xe040 IC_HISTACHII (MHIS)
0xe0c0 IC_TROLL_SNOW (MTSN)
0x0d0 IC_UMBERHULK (MUMB)

On the topic of animation slots does ANISND.ids serve any purpose? I noticed that many animations have no listing in it and yet still work fine in the game.

#123 Cuv

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Posted 09 November 2007 - 08:56 PM

More animation slots? I saw these listed in another post over at BA, According to the post they work. They are not currently listed in my animate.ids

0xe040 IC_HISTACHII (MHIS)
0xe0c0 IC_TROLL_SNOW (MTSN)
0x0d0 IC_UMBERHULK (MUMB)

On the topic of animation slots does ANISND.ids serve any purpose? I noticed that many animations have no listing in it and yet still work fine in the game.


Thank you Kwait... will take a look. I may be what I have already tried then.

Chronis: Yes, ANISND.ids does serve a purpose. It lists the 2da entries for all the animation slots sound files. If you want the animation slot to have a soundset... then you create a 2da for it; ie: MWAV.2da would allow you to assign a soundset to the Wailing Virgin animation. Alot of the animations already have a soundset assigned, but you can create and use your own. The file is also a handy dandy little reference guide to the animation prefix of each slot.

I have a complete Animate.ids and will gum up the whole thread by posting the common missing segments in it rather than just uploading it so you can see what else you might be missing.


0x1200 DRAGON_RED
0x1201 DRAGON_BLACK
0x1202 DRAGON_SILVER
0x1203 DRAGON_GREEN
0x1204 DRAGON_AQUA
0x1205 DRAGON_BLUE
0x1206 DRAGON_BROWN
0x1207 DRAGON_MULTICOLOR
0x1208 DRAGON_PURPLE
0x1300 DEMIGORGON
0x7100 BASILISK
0x7101 BASILISK_GREATER
0x7310 ELEMENTAL_FIRE
0x7311 ELEMENTAL_FIRE_SMALL
0x7312 ELEMENTAL_FIRE_PURPLE
0x7313 ELEMENTAL_FIRE_SMALL_PURPLE
0x7314 BURNING_MAN
0x7320 ELEMENTAL_AIR
0x7321 ELEMENTAL_AIR_SMALL
0x7F2B MDK2_MAX
0x7F33 MDK2_KURT
0x7F34 MDK2_DOCTOR
0x7F35 MIST_CREATURE
0x7F38 WIZARD_EYE
0x7F39 BLOB_MIST_CREATURE
0x7F3A HULA_WIZARD
0x7F3B SOLAR
0x7F3C ANTISOLAR
0x7F3D MELISSAN
0x7F3E FIRE_GIANT
0xE000 IC_CYCLOP
0xE010 IC_ETTIN
0xE020 DONOT_USE
0xE040 IC_HISTACHII
0xE050 IC_LICHBLACK
0xE060 IC_LICH
0xE070 IC_MINOTAUR
0xE080 IC_MUMMY
0xE090 IC_MERILITH
0xE0A0 IC_ICE_TROLL
0xE0B0 IC_TROLL1
0XE0C0 IC_SNOW_TROLL
0xE0D0 IC_UMBERHULK
0xE0E0 IC_CORNUGONSKI
0xE0F0 IC_ICE_GOLEM
0xE0F1 IC_GLAB
0xE0F2 IC_WAILING_VIRGIN
0xE200 IC_BEETLE_COPPER
0xE210 IC_BEETLE_FIRE
0xE220 IC_BEETLE_BLACK
0xE230 IC_BEETLE_RHINOCEROS
0xE300 IC_GHOST
0xE310 IC_GHOUL
0xE320 IC_GHAST
0xE400 IC_GOBLIN_AXE
0xE410 IC_GOBLIN_BOW
0xE420 IC_GOBLINELITE_AXE
0xE430 IC_GOBLINELITE_BOW
0xE500 IC_LIZARDCASTER1
0xE510 IC_LIZARDMAN2
0xE520 IC_LIZARDCASTER3
0xE600 IC_MYCONID
0xE610 IC_MYCONID2
0xE700 IC_OROG1
0xE710 IC_OROG2
0xE720 IC_OROG3
0xE800 IC_ORC_MELEE1
0xE810 IC_ORC_RANGE2
0xE820 IC_ORC_MELEE3
0xE830 IC_ORC_RANGE4
0xE840 IC_ORC_SHAMAN
0xE900 IC_SALAMANDER
0xE910 IC_SALAMANDER2
0xEA00 IC_SHROOM
0xEA10 IC_SHADE
0xEA20 IC_SHADE2
0xEB00 IC_SKELETON0
0xEB10 IC_SKELETONA
0xEB20 IC_SKELETONB
0xEC00 IC_WIGHT
0xEC10 IC_WIGHT2
0xEC20 IC_WIGHT3
0xED00 IC_YUANTI
0xED10 IC_YUANTI2
0xED20 IC_YUANTI3
0xEE00 IC_ZOMBIE
0xEE10 IC_ZOMBIE2
0xEF10 IC_WATER_WIERD

BGT also contains a second slot for the Fire Giant specifically for Yaga Shura. The slot works, but is coded to use the BGII fire giant animation... so I am not sure it is necessary to list.

The MDK slots should be listed in your ids, but left them here to point them out. They are fully functional slots. I use MDK2_MAX for the better Death Tyrant animation. Also kept in here all the dragon slots for reference.

This also shows all of the IWD animations slots that are coded in BGII.

Edited by Cuv, 09 November 2007 - 09:16 PM.


#124 Chronis

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Posted 09 November 2007 - 11:28 PM

Thanks Cuv,

Its pretty much what I have except for I did not have these four.
0XE0C0 IC_SNOW_TROLL (MTSN)
0xE0D0 IC_UMBERHULK (MUMB)
0xE040 IC_HISTACHII (MHIS)
0xEF10 IC_WATER_WIERD

Feel free to ungum up the thread =)
I stuck fall from grace in the IC_HISTACHII slot and it works fine so I assume the Umberhulk and Snow Troll work as well.
As far as I know no one is currently using these slots.

FFG.JPG

Edit: Humm I spoke too soon, they are not used in bestial animations, but anyone using the IWD Animation Importer will use those three slots

As an aside I found this cool tutorial it describes in great detail how to convert baldurs gate animations into diablo II animations. It pretty impressive and even corrects for the different offsets between the two games. I wonder how hard it would be to reverse the process.
http://infinitum.pla...rial/index.html

Edited by Chronis, 10 November 2007 - 12:05 AM.


#125 Chronis

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Posted 10 November 2007 - 04:42 AM

I got the exe hack to work :whistling:

I was able to add two animation slots.
0xE020 IC_CUV1 (CUV1) This one overrides 0xE020 DONOT_USE
0xE021 IC_CUV2 (CUV2) This one is totally new

Here is where I edited the exe
Attached File  exe_hack.bmp   695.97K   267 downloads

Edit: I spoke too soon unfortunatally this method does not work

Edited by Chronis, 10 November 2007 - 03:38 PM.


#126 Chronis

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Posted 10 November 2007 - 04:49 AM

Here is fall from grace using the new CUV2 animation slot

slots.JPG

#127 Kaeloree

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Posted 10 November 2007 - 04:50 AM

That's kind of awesome, hey? Congratulations, guys. ;)

#128 Cuv

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Posted 10 November 2007 - 07:32 AM

I got the exe hack to work :whistling:

I was able to add two animation slots.
0xE020 IC_CUV1 (CUV1) This one overrides 0xE020 DONOT_USE
0xE021 IC_CUV2 (CUV2) This one is totally new

Here is where I edited the exe
Attached File  exe_hack.bmp   695.97K   267 downloads


Wow... sweet :wub: I will hack my own and test the limits of those slots today.

What hex editor are you using in that pic? It doesnt look like either WinHEX or Hackman... or maybe it is under different settings. Just curious.

[Edit] Ooops... you do know that E020 holds animation even though it says DONOT_USE? It is MTAN... I would not overwrite that one... but perhaps the E021 can still be added. Will try it out. It is the second MTAN in the EXE. The other one is a BG style animation... not an IWD type.... hence the need for a second listing of the same prefix.

Cuv

Edited by Cuv, 10 November 2007 - 07:44 AM.


#129 Cuv

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Posted 10 November 2007 - 08:32 AM

Sorry Chronis... very nice try, but 0xE020 and 0xE021 are the exact same animation slot. It is as I feared, MTAN is that slot DONOT_USE.

My entry on the right... DONOT_USE on the left.

CuvTest.jpg

Keep trying things though... one of us may eventually find a place to put in new prefixes that work :cheers:

Cuv

#130 Chronis

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Posted 10 November 2007 - 03:36 PM

:doh:

You are right of course did not test it enough. Oh well too bad. I played around with it a little more this afternoon with no luck.
There are three MTan in the exe, any reason we need more then one?

The program I used is a trial version of HexEdit.

Edited by Chronis, 10 November 2007 - 03:43 PM.


#131 Cuv

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Posted 11 November 2007 - 03:23 AM

:doh:

You are right of course did not test it enough. Oh well too bad. I played around with it a little more this afternoon with no luck.
There are three MTan in the exe, any reason we need more then one?

The program I used is a trial version of HexEdit.


The reason that MTAN is listed more than once in the EXE is that another set of animations in TOTSC and BGII uses MTANG1, G2, G11, etc (BG style animations) for the Tanarri. The alternate MTAN reference is for the IWD style animation. I can only assume that the third reference somehow distinguishes the two. Why Interplay or Bioware didnt just create a seperate new prefix for the slot... is beyond me. There is already a slot for the Merelith. I have not tested if one does not work without the other.

Okay....that's cool. You might run a search for Hackman. I found it at a Star Trek Voyager:Elite Force modding site. It's freeware, powerful and allows you to save files after editing easily. Sorry, I dont have a link for you. Will check the end user agreement... and if it is distrutable... will upload it.

#132 Tassadar88

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Posted 11 November 2007 - 04:50 AM

http://www.technolog...plx/hack901.zip
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#133 Deathsangel

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Posted 15 November 2007 - 10:48 AM

FFG also had a bit too large circle around her... could she fit through doors? I mean she a simple medium sized creature after all

Still wonderful work!!! Very interrested if it will work all in the end

P.s. Cuv told me of computer problems with virusses. His stuff stopped for trojans getting to me... so he will be out for the moment.

Still modding the Mod for the Wicked... It is a big project you know... And I got sidetracked (several times) a bit... sorry.
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#134 Cuv

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Posted 16 November 2007 - 01:15 PM

P.s. Cuv told me of computer problems with virusses. His stuff stopped for trojans getting to me... so he will be out for the moment.


Okay... back :whistling: Couldnt wait any longer messing with stupid scans... so I just bought a new comp. I have all my modding stuff backed up onto an external, will access it soon. Will get back to modding theory soon.

#135 Diana

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Posted 18 November 2007 - 11:35 AM

I dl'd Annah and she works beautifully -- but she is still too big for BG2. I am surprised that she works w/o an ANISND entry. I had dl'd WoRm's Amel and he crashed until I created an AnISND entry, Bravo! However, I didn't see a PLT file for her in your download.

Also, will you ever upload Morte? There is a French mod, Kim the pirate when they use one of the floating skulls for a character. I'm sure they'd love to see your Morte.

Corrected for spelling.

Edited by Diana, 18 November 2007 - 11:37 AM.


#136 Miloch

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Posted 22 November 2007 - 07:43 AM

I dl'd Annah and she works beautifully -- but she is still too big for BG2.

Cuv, have you tried using the BAM Resizer on any of the PST humanoid animations?

This nifty little tool was developed to try and facilitate the porting of PST avatars to BG2. The problem was that all the Planescape avatars were larger than those in Baldur's Gate 2 by a 4:3 ratio. The author's name is unknown, but we appreciate his efforts.


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#137 Cuv

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Posted 25 November 2007 - 03:42 AM

I dl'd Annah and she works beautifully -- but she is still too big for BG2.

Cuv, have you tried using the BAM Resizer on any of the PST humanoid animations?

This nifty little tool was developed to try and facilitate the porting of PST avatars to BG2. The problem was that all the Planescape avatars were larger than those in Baldur's Gate 2 by a 4:3 ratio. The author's name is unknown, but we appreciate his efforts.


Yep, thanks Miloch. I do have it and have resized a few animations... it works very well. I just dont have time myself to resize any of those animations at the moment. I am still planning on re-converting Annah to a different slot configuration so that she can be effectively used for an NPC with her own dedicated slot.

Still getting used to working on Vista with my new comp, but should be finishing up that Ghost animation slot soon.

Cuv

#138 Sir BillyBob

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Posted 27 November 2007 - 10:08 AM

Still getting used to working on Vista with my new comp

We all feel your pain.

Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website


#139 minotaur_in_maze

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Posted 27 November 2007 - 10:30 AM

Cuv,

When I grow up I wanna be JUST like you!

Though, are you going to have them availible for download anyplace else? I followed the link to the download center (here) and got a message saying that I was not allowed access.
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They are wrong.

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#140 Cuv

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Posted 28 November 2007 - 04:36 PM

Cuv,

When I grow up I wanna be JUST like you!

Though, are you going to have them availible for download anyplace else? I followed the link to the download center (here) and got a message saying that I was not allowed access.


You had BETTER be allowed access, my friend :whistling: Try just clicking on 'Downloads'... then going to the bottom of the page. They should all be available to everyone.

Try this link: Resource Center

Still nobody has rated any of the animations???? LOL... somebody throw me a bone! Did I do good? Bad? Aside from Diana... I haven't heard anything...heh

Edited by Cuv, 28 November 2007 - 04:40 PM.