[HELP WANTED] New Animation Slots for BGII
#101
Posted 31 August 2009 - 07:39 AM
NDMB - nordom NPC, MDRB - modron (race - plenty)
STDB - deffinetely Vhailor NPC (part of, maeby when we 1st meet him - as *statue*?)
Which nameless is incarnation, maeby all?
p.s. Any news about new animation slots?
#102
Posted 31 August 2009 - 10:10 AM
Ok, I added those and updated this post. Thanks.NDMB - nordom NPC, MDRB - modron (race - plenty)
STDB - deffinetely Vhailor NPC (part of, maeby when we 1st meet him - as *statue*?)
I would think that it would refer to the "Nameless One, Dustman Disguise" and "Nameless One, Zombie Disguise"...?Which nameless is incarnation, maeby all?
IDK.p.s. Any news about new animation slots?
The first step is basically done (eventually we may want them for NWN, NWN2, and maybe Lionheart but what we have will certainly get us started), so I guess we're waiting for further instruction from Erephine .[...] a good place for someone to start going through them and putting together a general list with references. Ideally we should have something like [image] [game it is from] [original prefix] [is this used in a mod or not] [original animation style] [name]. With animation style I mean the general setup of the animation files (for instance IWD style animations have A1, A1E... GU, SP, WK, ... files) and whether they are paletted or not (with standard BAM colours).
Edited by Sam., 31 August 2009 - 10:15 AM.
"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
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#103
Posted 29 September 2009 - 03:35 PM
Okay, if we have a definite list of everything that's 'out there', it would probably be a good time to start organising the content. How many animation slots do we need, and approximately how many of each type (IWD, BG style, size)? How many of them should be paletted, etc. We can also start converting content where necessary at this point.
I'm not sure how much time I'll be able to dedicate to this in the near future, but as for what I'm doing right now here's a small update. I've been reacquainting myself with the code because apparently a month or two is enough for me to forget absolutely everything about what I was doing. Maybe that isn't all negative though, because in doing so I noticed (or rather understood) a way to free up quite a bit of additional executable space.
In the meantime I figured out how to get BG1 character animation slots to work pretty much as desired. You can see a small demonstration here:
(note the two unarmoured fighters in the last image, BGI and BGII in one and the same screenshot )
Gender, race and armour level are working properly and as you can see so do equipped objects. Currently no paperdolls though.
My next step (though I'm not sure anyone will care about them) will be to get these implemented properly. I also have a few half finished NWN animation conversions that I didn't get to finish before I left.
..
Sorry I kind of disappeared for a while.
崇高与滑稽
·
#105
Posted 30 September 2009 - 02:09 AM
0xeb52 - MFIR
0xeb80-0xeb8f - MMAN
(if these were already known and there are more, please be kind to point me to the list).
Edited by Avenger_teambg, 30 September 2009 - 02:10 AM.
#106
Posted 30 September 2009 - 06:47 PM
I've appended them to the BGI character animation block, which is retained for some creature animations in BGII (skeletons, drizzt, etc.).
^ I've finished the basic implementation with all character animation slots restored and accessible. The only problem left is I still don't have paperdolls, and I'm not sure it's easily fixable.
The implementation itself isn't as clean as it could be, but I'm trying to keep the editing as unintrusive as possible. In this case, it could have been a lot nicer if I'd switched around some of the vanilla animation slots (number-wise) but I really want to avoid that. It's still actually smaller than the original content, so we'll have more free space to work with post-patch than before (thanks to removing some broken BGI-BGII conversion leftovers).
I'm probably not going to make a WeiDU installer for this, but I can (and will) upload/attach the current patch if you feel like installing manually. It's going to take a while though, since the BGI character animation .BAMs are not included with BGII and I have the worst internet connection ever.
崇高与滑稽
·
#107
Posted 01 October 2009 - 03:41 AM
p.s. U can look for bg1 monk anim, it's very simple to add paperdoll for him, but U can't add paperdoll for sarevok anim, even when they use same anim type. Maeby it would be halpful.
p.p.s.
#108
Posted 01 October 2009 - 01:05 PM
[new link here]
(installation instructions included)
.exe patching by simple binary difference/overwrite via bsdiff so please make sure you are using ToB patched to v26498, or you most likely won't get anything that works.
I tried fixing the paperdolls but no such luck so far. It's proving to be elusive as I'd feared, they seem to be called from somewhere else (not the main animation slot info even if that's where you set up how they display) and I haven't really figured out where. They will, however, show up for male elves as they share the last digit with the monk animation which is set up to use paperdolls
Feel free to thoroughly test this (see if any animation slot crashes) since I kept mistyping things and then wondering why it didn't work I haven't tested all of them. Also note that if you use an armour/avatar switching mod it might reset animation slots of characters so if you do it's best to test without armour equipped (you can always cycle through with ctrl+1).
Edited by Erephine, 02 October 2009 - 05:38 AM.
崇高与滑稽
·
#109
Posted 01 October 2009 - 03:41 PM
Edited by Sam., 02 October 2009 - 08:36 AM.
"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
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#110
Posted 02 October 2009 - 05:36 AM
bg1_cha_1437.rar 36.79MB 329 downloads
I didn't expect them to be purposely broken, which they were. I have no idea why. Sam, you'll be happy to hear this resolves your USAR issue as well.
崇高与滑稽
·
#112
Posted 02 October 2009 - 08:56 AM
My particular interest is with UDRZ , and @vGur is right, you really are the Goddess of avatars, Erephine.Sam, you'll be happy to hear this resolves your USAR issue as well.
"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
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#113
Posted 02 October 2009 - 09:38 AM
In any case, it's fixed though.
Dear Erephine, one anim looks wrong, am I right?
No, it looks fine. It uses the right colour indexes, just with every entry set to black (if you open it in BAMWorkshop II and load the standard palette you'll see it is in fact okay)
P.S. My name has only three e's in it.
Edited by Erephine, 02 October 2009 - 09:42 AM.
崇高与滑稽
·
#114
Posted 02 October 2009 - 09:58 AM
Several people have tried to make one for him over the years. This is the only one I remembered distinctly enough to find.It is? I'm sure someone asked me about the Sarevok one.
"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
--------------------
___________Old pen and paper modules of the 70s and 80s.___________
#115
Posted 02 October 2009 - 10:03 AM
p.s. You can use this to fix more issues with weapons, that not exist in bg1 (did You notice, that ALL 1handed swords in bg1 use same animation with separate latters, so this fix is more in BioWare style than anything
// large 1h sw from bg1 anim to 1h sw (scimitar) COPY_EXISTING ~wpls1A1.BAM~ ~override/wplscA1.BAM~ COPY_EXISTING ~wpls1A1e.BAM~ ~override/wplscA1e.BAM~ COPY_EXISTING ~wpls1A3.BAM~ ~override/wplscA3.BAM~ COPY_EXISTING ~wpls1A3e.BAM~ ~override/wplscA3e.BAM~ COPY_EXISTING ~wpls1A5.BAM~ ~override/wplscA5.BAM~ COPY_EXISTING ~wpls1A5e.BAM~ ~override/wplscA5e.BAM~ COPY_EXISTING ~wpls1g1.BAM~ ~override/wplscg1.BAM~ COPY_EXISTING ~wpls1g1e.BAM~ ~override/wplscg1e.BAM~ COPY_EXISTING ~wpls1w2.BAM~ ~override/wplscw2.BAM~ COPY_EXISTING ~wpls1w2e.BAM~ ~override/wplscw2e.BAM~ // medium 1h sw from bg1 anim to 1h sw (scimitar) COPY_EXISTING ~wpms1A1.BAM~ ~override/wpmscA1.BAM~ COPY_EXISTING ~wpms1A1e.BAM~ ~override/wpmscA1e.BAM~ COPY_EXISTING ~wpms1A3.BAM~ ~override/wpmscA3.BAM~ COPY_EXISTING ~wpms1A3e.BAM~ ~override/wpmscA3e.BAM~ COPY_EXISTING ~wpms1A5.BAM~ ~override/wpmscA5.BAM~ COPY_EXISTING ~wpms1A5e.BAM~ ~override/wpmscA5e.BAM~ COPY_EXISTING ~wpms1g1.BAM~ ~override/wpmscg1.BAM~ COPY_EXISTING ~wpms1g1e.BAM~ ~override/wpmscg1e.BAM~ COPY_EXISTING ~wpms1w2.BAM~ ~override/wpmscw2.BAM~ COPY_EXISTING ~wpms1w2e.BAM~ ~override/wpmscw2e.BAM~ // small 1h sw from bg1 anim to 1h sw (scimitar) COPY_EXISTING ~wpss1A1.BAM~ ~override/wpsscA1.BAM~ COPY_EXISTING ~wpss1A1e.BAM~ ~override/wpsscA1e.BAM~ COPY_EXISTING ~wpss1A3.BAM~ ~override/wpsscA3.BAM~ COPY_EXISTING ~wpss1A3e.BAM~ ~override/wpsscA3e.BAM~ COPY_EXISTING ~wpss1A5.BAM~ ~override/wpsscA5.BAM~ COPY_EXISTING ~wpss1A5e.BAM~ ~override/wpsscA5e.BAM~ COPY_EXISTING ~wpss1g1.BAM~ ~override/wpsscg1.BAM~ COPY_EXISTING ~wpss1g1e.BAM~ ~override/wpsscg1e.BAM~ COPY_EXISTING ~wpss1w2.BAM~ ~override/wpsscw2.BAM~ COPY_EXISTING ~wpss1w2e.BAM~ ~override/wpsscw2e.BAM~ // large 1h sw from bg1 anim to 1h sw (katana) COPY_EXISTING ~wpls1A2.BAM~ ~override/wpls3A1.BAM~ COPY_EXISTING ~wpls1A2e.BAM~ ~override/wpls3A1e.BAM~ COPY_EXISTING ~wpls1A4.BAM~ ~override/wpls3A3.BAM~ COPY_EXISTING ~wpls1A4e.BAM~ ~override/wpls3A3e.BAM~ COPY_EXISTING ~wpls1A6.BAM~ ~override/wpls3A5.BAM~ COPY_EXISTING ~wpls1A6e.BAM~ ~override/wpls3A5e.BAM~ /*COPY_EXISTING ~wpls1A2.BAM~ ~override/wpls3A7.BAM~ COPY_EXISTING ~wpls1A2e.BAM~ ~override/wpls3A7e.BAM~ COPY_EXISTING ~wpls1A4.BAM~ ~override/wpls3A8.BAM~ COPY_EXISTING ~wpls1A4e.BAM~ ~override/wpls3A8e.BAM~ COPY_EXISTING ~wpls1A2.BAM~ ~override/wpls3A9.BAM~ COPY_EXISTING ~wpls1A2e.BAM~ ~override/wpls3A9e.BAM~*/ COPY_EXISTING ~wpls1g1.BAM~ ~override/wpls3g1.BAM~ COPY_EXISTING ~wpls1g1e.BAM~ ~override/wpls3g1e.BAM~ COPY_EXISTING ~wpls1w2.BAM~ ~override/wpls3w2.BAM~ COPY_EXISTING ~wpls1w2e.BAM~ ~override/wpls3w2e.BAM~ // medium 1h sw from bg1 anim to 1h sw (katana) COPY_EXISTING ~wpms1A2.BAM~ ~override/wpms3A1.BAM~ COPY_EXISTING ~wpms1A2e.BAM~ ~override/wpms3A1e.BAM~ COPY_EXISTING ~wpms1A4.BAM~ ~override/wpms3A3.BAM~ COPY_EXISTING ~wpms1A4e.BAM~ ~override/wpms3A3e.BAM~ COPY_EXISTING ~wpms1A6.BAM~ ~override/wpms3A5.BAM~ COPY_EXISTING ~wpms1A6e.BAM~ ~override/wpms3A5e.BAM~ /*COPY_EXISTING ~wpms1A2.BAM~ ~override/wpms3A7.BAM~ COPY_EXISTING ~wpms1A2e.BAM~ ~override/wpms3A7e.BAM~ COPY_EXISTING ~wpms1A4.BAM~ ~override/wpms3A8.BAM~ COPY_EXISTING ~wpms1A4e.BAM~ ~override/wpms3A8e.BAM~ COPY_EXISTING ~wpms1A2.BAM~ ~override/wpms3A9.BAM~ COPY_EXISTING ~wpms1A2e.BAM~ ~override/wpms3A9e.BAM~*/ COPY_EXISTING ~wpms1g1.BAM~ ~override/wpms3g1.BAM~ COPY_EXISTING ~wpms1g1e.BAM~ ~override/wpms3g1e.BAM~ COPY_EXISTING ~wpms1w2.BAM~ ~override/wpms3w2.BAM~ COPY_EXISTING ~wpms1w2e.BAM~ ~override/wpms3w2e.BAM~ // small 1h sw from bg1 anim to 1h sw (katana) COPY_EXISTING ~wpss1A2.BAM~ ~override/wpss3A1.BAM~ COPY_EXISTING ~wpss1A2e.BAM~ ~override/wpss3A1e.BAM~ COPY_EXISTING ~wpss1A4.BAM~ ~override/wpss3A3.BAM~ COPY_EXISTING ~wpss1A4e.BAM~ ~override/wpss3A3e.BAM~ COPY_EXISTING ~wpss1A6.BAM~ ~override/wpss3A5.BAM~ COPY_EXISTING ~wpss1A6e.BAM~ ~override/wpss3A5e.BAM~ /*COPY_EXISTING ~wpss1A2.BAM~ ~override/wpss3A7.BAM~ COPY_EXISTING ~wpss1A2e.BAM~ ~override/wpss3A7e.BAM~ COPY_EXISTING ~wpss1A4.BAM~ ~override/wpss3A8.BAM~ COPY_EXISTING ~wpss1A4e.BAM~ ~override/wpss3A8e.BAM~ COPY_EXISTING ~wpss1A2.BAM~ ~override/wpss3A9.BAM~ COPY_EXISTING ~wpss1A2e.BAM~ ~override/wpss3A9e.BAM~*/ COPY_EXISTING ~wpss1g1.BAM~ ~override/wpss3g1.BAM~ COPY_EXISTING ~wpss1g1e.BAM~ ~override/wpss3g1e.BAM~ COPY_EXISTING ~wpss1w2.BAM~ ~override/wpss3w2.BAM~ COPY_EXISTING ~wpss1w2e.BAM~ ~override/wpss3w2e.BAM~
Edited by @vGur, 02 October 2009 - 10:22 AM.
#116
Posted 02 October 2009 - 11:50 AM
You also have to export and copy the flame sword (FS) animations from BGI, since the BGI variants are not included with BGII for some reason.
崇高与滑稽
·
#117
Posted 07 October 2009 - 07:28 AM
Attached Files
Edited by @vGur, 07 October 2009 - 08:48 AM.
#118
Posted 13 October 2009 - 12:08 PM
The basilisk slot does work in BG2 (kind of). Only the lesser creature seems to work. The greater Basilisk does crash the game. I never could figure out why since I copied them directly from the BG1 files. At least now I know it wasn't me.
Tasloi works just fine.
Glad to see Cuv back in action.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#119
Posted 13 October 2009 - 03:20 PM
崇高与滑稽
·
#120
Posted 19 October 2009 - 09:53 AM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website