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[HELP WANTED] New Animation Slots for BGII


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#61 Erephine

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Posted 07 August 2009 - 02:51 PM

Or... simply write in the animation coding from the PST exe to support their configuration. That is what I was originally trying to do... in theory it should work. BG2 and PST both use mirrored frames.


I probably won't be even attempting that as PST animations are quite different from their BG/IE counterparts - if you'd really want to use them you'd have to port the entire dialogue-based animation system as well, handling of PST colour tables, not to mention the animations for drawing and putting away weapons, etc.

It's easier to port them to fit the game we have.


No paletted animations were converted. I tried to convert the PST harlot (because she was sexier than the BG1/2 version), but had headaches and color trouble... so I gave up for more pressing matters.


Oh well, I just thought it wouldn't hurt to ask :)


Just a quick question: How did you arrive at Animate.ids offset 0xED11 for your new Yuan-Ti port?
The reason that I ask is that is the offset that I used and thought I was successful. I got my new animation working in the game, but then found that another animation was suddenly broken. I can't remember which one (sorry)... but it was further up the list in the IWD types and showed my new animation also instead of the stock version. You should cycle through the animations to verify that none are broken as a result.


I patched it in manually. I could have chosen a different number.

I haven't modified any code outside the Yuan Ti animation section, and all of the Yuan Ti animations work the same as always (see screenshot).


Have you tried producing a macro that will add three additional slots to test this approach? I got as far as the one myself... but no further.

Let us know if you get three additional ones working and I will come out to play :cheers:


I can do that (no macro though), but it's a bit redundant since the final implementation will be done (slightly more) properly from scratch.

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#62 Miloch

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Posted 07 August 2009 - 10:42 PM

I'm glad to see progress on this, particularly if Cuv is getting reinterested in animations :).

Though I'm pretty involved in trying to finish a few mods, my offer of help still stands, particularly since at least one of the mods adds new animations. I have to admit I'm scratching my head a bit over some apparently contradictory statements though:

For a start, it would help if we had a list of all animations that are added by the various mods

No, because the spreadsheet isn't really what we're looking for, for the reasons you outlined yourself.

The spreadsheet is a list of all (known) animations added by various mods. Not saying it has everything else you may want (as you say, for reasons I outlined) but no sense in reinventing the wheel either as far as mod-related stuff. Believe me when I say it would take a lot of time to look all that up (it still did even leaning on King Diamond's previous list to look up new stuff). The list is at least somewhat current - there have been no major mega-animation-adding-mods since it was compiled that I know of. And as I said, if this goes forward, it should include a major patch for the animation-adding mods, which otherwise conflict with each other to produce a very sorry mess indeed. So the mod-added animations list is helpful for that.

I think there has been a lot of contingent and especially modder-related interest in this thread. But if you are still trying to gather "help wanted," Erephine, it might assist other potentially interested parties if you put together a bit of a short list of items on what this needs to go forward, beyond the work you and Sam are doing or have done. Just a suggestion to try to help things progress a bit.

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#63 @vGur

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Posted 09 August 2009 - 12:10 AM

Cuv
Did I understand U right? You have 'Morte and Me' mod done, and there ported Morte & Nameless One animations in it.
Where can we found this mod (or it's only in planning?)
still, I miss Dakkon, Grace and other NPCs, Did You port one of them (I know only about wights & ghosts)

p.s.Thanks for all your work!!!

p.s.s. Basilisk animation isn't broken, as I know, only missing bams, but BGT patched this & there NWN animation for same effort.
Also Cuv found not listed animation (prefix MSAI - http://www.shsforums...mp;#entry351622 )
There unused (additional) elf animation in game, that looks just like regular but with diferent coloring. Also Ellesime avatar can use some weapon as well (very sexy IMHO), but need reoder weapon palette to work.

#64 Kaeloree

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Posted 09 August 2009 - 01:20 AM

@vGur, Cuv only ported the animations and added a small scene in ToB. He didn't port the characters (and their dialogue etc) themselves, or make them joinable party members, just ported the animations.

#65 @vGur

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Posted 09 August 2009 - 12:22 PM

Great, but where this mod (I don't expect characters, only animations of morte & TNO)?

Thanks for reply.
Google didn't help me.
p.s. Some time ago i was interested in merging animations in weapon slots from various IWD-totl-IwD2 avatars. After extraction of all (not presented in bg2) avatars from these games I write macros for weapon patching & animations reordering, and this worked on part of creatures, BUT - some animations use sounds from *prefix*.2da (as leather or metal sounds on armored creatures) that screw ingame look, U need to do plenty work to reoder them fine, AND after that U still got missing death (and spell?) animation. Another problem is bosses, their weapon need special patching to work properly (moved to inventory and raplaced by copy with proper weapon type, can't remember if I did that patching, coz looong break). So if U can see, everyone who came this way had lost interest on some point, don't follow our steps. Only new slots, not weapon slots, coz their suck!
GOOD LUCK!

#66 Sam.

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Posted 09 August 2009 - 01:11 PM

Here is the IWD 2 Animations table:


I don't have PST, so unless someone wants to hook me up withe the game (or at least the files I'll need*), I can't do that one. Should I even bother doing one for BG1? Presumably, the only animations it has that didn't make it to BG2 are the Basilisks and the Tasloi, but I'll be happy to do it if it will help or be useful.


* I would need ALL of the .BAMs that are in the game. They can be gotten easily using NearInfinity's "Mass Export" capability (and they don't need to be decompressed). Also, I would need Animate.IDS and if it exists, Anisnd.IDS. (Or equivalent files.)

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

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#67 Kaeloree

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Posted 09 August 2009 - 01:12 PM

It's in a private download area for a certain group of modders. With Cuv's permission, I could move it into the Misc. Mods section.

#68 Cuv

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Posted 09 August 2009 - 02:11 PM

It's in a private download area for a certain group of modders. With Cuv's permission, I could move it into the Misc. Mods section.



Yes, you have my permission <_<

There isn't much to it, it was mostly to see if I could do it. The animations are not complete and hardly useable... but it was fun. The mod contains some animation switching code in the TP2 file that might be of use so someone. I move some assignments around to make a spot for Nameless. I wouldnt recommend leaving it installed beyond just checking it out. Yes, it will uninstall.

@vGur -

You are right, I forgot that at least one was repaired.
I just remembered another one that I used in RTW. It was the unused Death Tyrant animation. I managed to make it work in the MDK_MAX slot. I believe it is on the spreadsheet, but cant remember for sure.

Sam.-

All the PST creatures are already converted to the IWD slots and available in the download section.

Here is the Animate.ids from PST
Attached File  ANIMATE.ids   3.26K   241 downloads

There is no ANISND.ids in PST. Animations are handled differently. Here is the RESDATA config file that includes all the creatures and the animations used. I had to change it to a txt file to upload.
Attached File  RESDATA_PST.txt   88.58K   281 downloads





Have you tried producing a macro that will add three additional slots to test this approach? I got as far as the one myself... but no further.

Let us know if you get three additional ones working and I will come out to play


I can do that (no macro though), but it's a bit redundant since the final implementation will be done (slightly more) properly from scratch.


I understand it is redundant, but I ask that you please humor me. Can you send me a TP2 to add three slots? You will also need to supply me with a new animate.ids with offsets assigned. You can just program the following four digit animation prefixes with IWD type animation: GRIB, GRKB, HRSB (grillig, gronk and sohmien). Don't worry about feet circles or anything specific. I just want to do a slot test and examine the exe closely after they have been added. I don't need the animations... I have them already. This sounds very exciting... but I want to be sure before I devote alot of time helping. I am sure you understand. Thank you

Cuv

#69 Kaeloree

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Posted 09 August 2009 - 02:30 PM

I'll move it over first thing when I get home this evening. :cheers:

#70 Sam.

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Posted 09 August 2009 - 03:03 PM

All the PST creatures are already converted to the IWD slots and available in the download section.

These 25?

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

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___________Old pen and paper modules of the 70s and 80s.___________

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#71 Erephine

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Posted 09 August 2009 - 03:44 PM

All the PST creatures are already converted to the IWD slots and available in the download section.


No they're not.

No paletted animations were converted. I tried to convert the PST harlot (because she was sexier than the BG1/2 version), but had headaches and color trouble... so I gave up for more pressing matters.



**

I understand it is redundant, but I ask that you please humor me. Can you send me a TP2 to add three slots? You will also need to supply me with a new animate.ids with offsets assigned. You can just program the following four digit animation prefixes with IWD type animation: GRIB, GRKB, HRSB (grillig, gronk and sohmien). Don't worry about feet circles or anything specific.

This sounds very exciting... but I want to be sure before I devote alot of time helping. I am sure you understand. Thank you

Cuv


Okay, if you don't mind it being messy I shall. :)

Edited by Erephine, 09 August 2009 - 03:53 PM.

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#72 Displacer

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Posted 09 August 2009 - 04:44 PM

Gotta ask, what do you mean by adding new animation slots? Do you mean new entries to animate.ids, or ?
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#73 Cuv

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Posted 09 August 2009 - 06:45 PM

I understand it is redundant, but I ask that you please humor me. Can you send me a TP2 to add three slots? You will also need to supply me with a new animate.ids with offsets assigned. You can just program the following four digit animation prefixes with IWD type animation: GRIB, GRKB, HRSB (grillig, gronk and sohmien). Don't worry about feet circles or anything specific.

This sounds very exciting... but I want to be sure before I devote alot of time helping. I am sure you understand. Thank you

Cuv


Okay, if you don't mind it being messy I shall. :)


Heh, messy isnt a problem. Thank you :cheers: Just want to see three work and test to make sure there are no conflicts. I also want to see just where it will put them in the exe. It won't take me long to test it, you can PM me with the files if you like... or post it here for others to test also.

I checked out your resume... and you have some solid mod work under your belt. 1pp is impressive. I wish that I could say the same about my own work... I have been around since just about the beginning, but finished very little. kudos.

Yes Displacer- Erephine has come up with a method for adding new animation slots to the exe.

Cuv

#74 Erephine

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Posted 09 August 2009 - 09:25 PM

I checked out your resume... and you have some solid mod work under your belt. 1pp is impressive. I wish that I could say the same about my own work... I have been around since just about the beginning, but finished very little. kudos.


Thank you :) For my part I wish I could say I had actually made any content, so I can relate to the feeling. I mean yes, aesthetic touches are nice but they don't add to the game the way a quest or even NPC do.

I also want to see just where it will put them in the exe.


What do you mean specifically?

If you're referring to the string reference (the four letter name), we can put that pretty much wherever we'd like.

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#75 Cuv

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Posted 10 August 2009 - 11:02 AM

What do you mean specifically?

If you're referring to the string reference (the four letter name), we can put that pretty much wherever we'd like.


Okay, I actually installed your test proof of concept <_<

Interesting.... it put the MYU4 near the end of the exe. That never occurred to me to try a new entry anywhere other than near the other animations. Well done. I tested the animation and it seems to work perfectly. I would still like to try a test with an additional three slots added please :Tasty:

Cuv

Edited by Cuv, 10 August 2009 - 11:45 AM.


#76 Sam.

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Posted 10 August 2009 - 09:18 PM

All the PST creatures are already converted to the IWD slots and available in the download section.

No they're not.

Then I really would like a copy of all of the .BAMs in the game, if anyone would be so kind.... Please? If they are archived and broken into 100mb volumes, it wouldn't take much for a modder to simply attach them to a post for me to grab or send them to me via PM.

Edited by Sam., 10 August 2009 - 09:35 PM.

"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

--<CHARNAME> to Portalbendarwinden

--------------------

post-10485-0-15080600-1348188745.jpg
___________Old pen and paper modules of the 70s and 80s.___________

CA Forums CA Homepage


#77 Cuv

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Posted 11 August 2009 - 07:42 AM

All the PST creatures are already converted to the IWD slots and available in the download section.

No they're not.

Then I really would like a copy of all of the .BAMs in the game, if anyone would be so kind.... Please? If they are archived and broken into 100mb volumes, it wouldn't take much for a modder to simply attach them to a post for me to grab or send them to me via PM.


I wasnt clear in that post. I converted all the 'monsters' I could find... of course it wasnt all the creatures. As for sending you the bams.... I'll see what I can do about sending the remaining animations. If you look at the RESDATA file I attached above, you will see that the size is enormous. PST has about as many animations as BG2, problem is they are pretty much unique to PST. As Erephine pointed out, most of the animations are paletted with a slightly different color scheme than BG2 which makes conversion difficult. Just look at Nameless, for example; He has different animations for each weapon used... not to mention his own severed arm :crying:

#78 Cuv

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Posted 15 August 2009 - 10:50 AM

Okay, I sent Sam all the animations remaining... there were a bunch.

Not sure if this will help or not, but here is some of my research that I came across regarding animations and their slot mapping. Most of this is known, some is not available in the IESDP:

Attached File  animation_naming.txt   1.02K   205 downloads

Actions:

GU - Get up (switches to the SC/SD sequence)
SD - Stand
SC - Stance (ready for attack)
GH - Get hit (switches to the SC/DE sequence)
DE - Die (switches to the TW sequence)
TW - Twitch (dead, still images most of the time). Played till the last frame, then freezes.
SP - Spell (After an arbitary number of loops, switches to CA)
CA - Cast (Ending sequence of spell casting) (switches to SC/SD)
SL - Sleep. Played till the last frame then freezes (May switch to the GU sequence).
WK - Walk
A1 - Attack
A2 - Attack
A4 - Attack

'PST animation style'
Similar to the IWD style, there is a separate file for each action.
Actions:

AT1 = Attack
AT2 = Attack, etc.
C2S = Combat to stand (put weapons away)
C2C = Stand to comabt (draw weapons)
CF1 = Random Standing thing (Combat)
DFB = Die (sleep)
HIT = Could it be hit?
RUN = Run
WLK = Walk
TK1 = Talk
TK2 = Talk, etc.
STC = Stand in Combat
STD = Stand in Peace
SF1 = Random standing thing (peace)
GUP = Get up
SP1 = Spell casting
SP2 = Spell casting

Attached File  Oldest_slot_mapping.txt   1.43K   198 downloads

BG1 and BGII carryovers:

ie: wolf, harlot, tasloi

Format: G1, G1E, G2, G2E only
48 sequences, varying frame count.

G1:
seq 0 - 4: 10 frames walking
seq 5, 6, 7: 5 frames static frame (walk or death)
seq 8 - 12: 60 frames standing duplicated frames
seq 13, 14, 15: 1 frame static
seq 16 - 20: 62 frames standing duplicated frames
seq 21, 22, 23: 1 frame static
seq 24 - 28: 7 frames hit (3 frames duplicated)
seq 29, 30, 31: 3 frames static
seq 32 - 36: 7 frames knocked down... missing ground
seq 37, 38, 39: 3 frames static walk in NPRO
seq 40 - 44: 2 frames death twitch
seq 45, 46, 47: 1 frame static walk in NPRO


G1E:
seq 0 - 4: empty
seq 5 - 7: 10 frames walking east
seq 8 - 12: empty
seq 13 - 15: 59 frames standing east
seq 16 - 20: empty
seq 21 - 23: 61 frames standing east
seq 24 - 28: 2 frames that crash static
seq 29 - 31: 7 frames hit same as above
seq 32 - 36: empty
seq 37 - 39: 7 frames knocked down...east
seq 40 - 44: empty
seq 45 - 47: 2 frames death twitch east

I ended up with bad color problems even though
there appears to be nothing wrong with the bams

15 total sequences below

G2:
seq 0 - 4: 12 frames attack duplication
seq 5 - 7: 6 frames static stand weapon ready
seq 8 - 12: 11 frames 2nd attack type
seq 13- 15: 5 frames static stand weapon ready

G2E:
seq 0 - 4: empty
seq 5 - 7: 12 frames attack duplication
seq 8 - 12: empty
seq 13- 15: 11 frames 2nd attack type east

Attached File  G1_G26_slot_mapping.txt   3.3K   198 downloads

BG1 and BGII animation map:

ie: Bhodi, Irenicus, Hula Wizard

Format: G1,G2,G11-G15, G21-G26


G1: standing battle ready
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames all 9 West orientations
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames blank

G2: attack
seq 0 - 8 : 16 frames all 9 West orientations
seq 9 - 26 : 14 frames blank
seq 27 - 35: 14 frames all 9 West orientations
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank

G11: walking or running
seq 0 - 8 : 10 frames all 9 West orientations
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames blank

G12: standing relaxed
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames all 9 West orientations
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames blank

G13: getting hit (short frames)
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames (4) repeating
seq 36 - 44: 20 frames total, last 15 blank
seq 45 - 53: 10 frames blank

G14: killed/falling down
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames (4) repeating
seq 36 - 44: 20 frames all 9 west orientations
seq 45 - 53: 10 frames dead body

G15: corpse
seq 0 - 8 : 10 frames blank
seq 9 - 17 : 16 frames blank
seq 18 - 26: 20 frames blank
seq 27 - 35: 8 frames blank
seq 36 - 44: 20 frames blank
seq 45 - 53: 10 frames dead body

G21: 2nd attack (alternate)
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames all 9 West orientations
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames blank
seq 45 - 53: 93 frames blank
seq 54 - 62: 10 frames blank

G22: 3rd attack (alternate)
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames all 9 West orientations
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames all 9 West orientations
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank

G23: 1st attack (G2)
seq 0 - 8 : 14 frames all 9 West orientations
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames all 9 West orientations
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank

G24: 3rd attack (G22)
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames all 9 West orientations
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames all 9 West orientations
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames blank

G25: Conjure/casting
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames repeating 14 frames
seq 54 - 62: 10 frames blank

G26: Conjure/spell release
seq 0 - 8 : 14 frames blank
seq 9 - 17 : 14 frames blank
seq 18 - 26: 14 frames blank
seq 27 - 35: 14 frames blank
seq 36 - 44: 14 frames blank
seq 45 - 53: 91 frames blank
seq 54 - 62: 10 frames all 9 West orientations

Cuv

#79 Miloch

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Posted 15 August 2009 - 10:59 AM

Cuv, do you know why some IWD-style creatures have an A2 attack and others have an A4 series? It seems to be linked to those with melee vs. ranged animations, but I can't verify that absolutely.

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#80 @vGur

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Posted 15 August 2009 - 02:34 PM

well, maybe my english suck & I'm no one for You, but

A2- A4 -A6 in BG1-2 animations (chars, skeleton, sarevok, Ogry Mage) are all 2handed animations and only depends on item's extended header information about anymatyon type (overhand-backhand-thrust), so A2 in most cases is just a overhand atack
For IWD type animations A4 is ALWAYS ranged attack (bow,Xbow, throwning axes,swords,even rocks, or even wing attack)

p.s. Cuv (& IESDP) is (little) wrong about BG1 and BGII animation map(ie: Bhodi, Irenicus, Hula Wizard)
G1 = Stand combat (sequences 9-17)
G11 = Walk (sequences 0-8)
G12 = stay still 18-26
G13 = Hit taken 27-35
G14 = falling 36-44 in most cases same as G15 (has G13,15 sequences included, but they are useless)
G15 = last grasp [death laying on the floor] 45-53 (has G13,14 sequences included, but they are useless)
G2 = Attack1[overhelm] 0-8
G21 = Attack2[pierce] 9-17 (niro has backslash there)
G22 = Attack3[backslash] 18-26 (in most cases same as overhelm, but niro has pierce)
!!!G23 = Ranged Attack1 [xbow or bow/throwing] 27-35 (unique throwning anim in BG2 has only NSHD - shadow thief)
!!!G24 = Ranged Attack2 [sling or bow/throwning] 36-44
G25 = prepare spell 45-53
G26 = Release Spell 54-62

p.p.s. DON'T FORGET about Msol/masl animations [alternate solar/deva animations in G1-G26 format], thay are not used (& listed) anywhere, but are fully ready ( btw, there bw,s1 additional anims for them).

as always, GOODLUCK :Bow: