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BG1 Char animations for BG2?


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#1 Witch Hunter

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Posted 08 November 2007 - 02:44 AM

Hiya!
I was wondering, is it possible to use the BG1 char animations for monsters in BG2?

The reason I'm asking is because I'm making a Knight-style monster and the helmets from BG1 look so much cooler... :P
I know a few models in BG2 use the old helm models and that BG2 already comes with the files for 'em... but is it possible to say, uh, replace the Doom Guard models with the human cleric models?

>.>

#2 Rabain

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Posted 08 November 2007 - 03:31 AM

Some of the creatures use BG1 helms yes but unfortunately the BG2 character animations use a different format and a slightly different x.y co-ordinates for placement.

It'd be a lot of work to make the BG1 helms work in BG2. Just like it'd be a lot of work to get BG1 round shields to work in BG2.

It's all very unfortunate. :(
A knight without armour in a savage land...

#3 Witch Hunter

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Posted 10 November 2007 - 04:13 AM

Yeah I know that :P
What I'm asking is... how come some animations use the helms and shields off the old game? could I possibly put another animation in game (Say the heavy-armored cleric from BG1) and have him use those?

#4 Rabain

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Posted 11 November 2007 - 05:21 PM

Some creatures use the original animations because those creatures animations haven't changed since the original game.

I guess you could copy over an original player animation and have them use the original weapon/armour animations that remain in BG2. Unfortunately I think only certain helms, shields and possibly some weapons remain from with the original BG1 animation.

For example, you want to copy over a cleric; so you give him a BG1 helm, but can't find a weapon for clerics carried over from BG1 and there is no armour for BG1 animations in BG2...so your animation won't be wearing armour.

If you gave the BG1 animation BG2 armour it would probably crash your game or else the armour would look like it is floating above or to the left/right of the creatures body.

The other thing with copying over an original BG1 player animation is that you would have to use up an existing animation slot or one of the free ones...see the thread hereabouts on porting PST animations to BG2 for info.
A knight without armour in a savage land...

#5 Cuv

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Posted 11 November 2007 - 11:30 PM

... but is it possible to say, uh, replace the Doom Guard models with the human cleric models?


Replacing the Doom Guard animation slots would ruin your game. There are two sizes, and they are used throughout the game for invisible creatures either blocking passages or used to play other effects animation... and they have other uses.