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[HELP WANTED] New Animation Slots for BGII


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#121 Miloch

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Posted 21 October 2009 - 01:06 AM

I've stacked some regular IWD-type animations, but I don't think that will work for character animations.

So how hard would it be to add a new palettable character animation slot (including the paperdoll)? I mean just the slot, not the actual graphics.

I'm asking because we may have a need for a sort of androgynous vampire in this style for PCs or joinable NPCs rather than enemy NPCs. What's more, the default vampire animation (MVAM) doesn't appear to be that great or even appropriate really (looks more like a knight, dunnit?). The Bodhi animation is ok for a female vampire I guess, but we need one for both. And we can't really use a monster (M) slot, or at least not the MVAM slot anyway, since it doesn't appear to be palettable.

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#122 Jarno Mikkola

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Posted 21 October 2009 - 01:37 AM

I'm asking because we may have a need for a sort of androgynous vampire in this style for PCs or joinable NPCs rather than enemy NPCs. What's more, the default vampire animation (MVAM) doesn't appear to be that great or even appropriate really (looks more like a knight, dunnit?).

Well, I disagree about the Knight look, as it's color comes from the vampires skin, not of it's armor, as the armor has rotten around the vampire, leaving just few shreds behind. But one always could use another animation, so don't let me stop you.

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#123 Miloch

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Posted 21 October 2009 - 02:19 AM

Well, I disagree about the Knight look, as it's color comes from the vampires skin, not of it's armor

Well it doesn't look like a vampire at all if you ask me... maybe some sort of golem or a fat mummy (look at the first frame of mvamg2.bam). Anyway, it's not paletted, meaning the (greyish) colour is hardcoded rather than specified by the "skin" colour in the creature file.

Looks like we're going to consider an alternate to a vampire but still... it'd be useful to have a new vampire animation that looks at least somewhat like a vampire.

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#124 Erephine

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Posted 21 October 2009 - 11:28 AM

It'd be incredibly easy to do so.

I'd like to avoid stacking where possible because it causes more problems than it's worth. We could stack by armour level though where it makes sense (in the same way as with character animations).

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#125 Miloch

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Posted 21 October 2009 - 04:06 PM

I'd like to avoid stacking where possible because it causes more problems than it's worth.

Yeah... well, the only reason I'm still doing it is because this isn't out yet and I've got released mods that use new animations.

But like I've said, I'll help out with whatever needs to be done if I can (code, documentation, whatever).

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
================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#126 Erephine

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Posted 22 October 2009 - 05:39 AM

Could you tell us how many/which type of animation slot they use? (file scheme, foot circle size, palleted or not, etc.)

That'd help a lot :)

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#127 Miloch

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Posted 22 October 2009 - 09:20 AM

Could you tell us how many/which type of animation slot they use? (file scheme, foot circle size, palleted or not, etc.)

They're the ones in the second post. Not palleted, foot circle is "small" I guess.

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


#128 Erephine

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Posted 24 October 2009 - 03:05 PM

To post a little progress:

Spent today making a list with current BGII animation schemes, more to familiarise myself with the different types than anything else. Includes the PST one at the end for conversion purposes.

[codebox]ANIMATION SLOT SCHEMES:

}} BGII-SPLIT
9 Directions mirrored
G1 G11 G12 G13 G14 G15 // 54 Seq.
G2 G21 G22 G23 G24 G25 G26 // 63 Seq.
+ pot. G1/2BW, G1/2S1 (Bow, Sword) AX WH CB SL SP QS noted

}} BGII-SPLIT ABRIDGED
9 Directions mirrored
G1 G11 G12 G13 G14 G15 // 54 Seq.
G2 G21 G22 G23 G24 G25 G26 // 55 Seq.

}} BGII-SPLIT EXTRA ABRIDGED
9 Directions mirrored
G1 G11 G12 G13 G14 G15 // 54 Seq.
G2 G21 G22 G23 G24 G25 G26 // 54 Seq.

}} BGII-SPLIT VARIANT III
9 Directions mirrored
G1 G11 G12 G13 G14 G15 // 54 Seq.
G2 G21 G22 G23 G24 G25 G26 // 45 Seq.

}} BGII-UNSPLIT EXTENDED
9 Directions mirrored
G1 // 72 Seq.
G2 // 63 Seq.
+SPIN

}} BGII-UNSPLIT
9 Directions mirrored
G1 // 54 Seq.
G2 // 63 Seq.

}} BGII-UNSPLIT VARIANT
9 Directions mirrored
G1 // 63 Seq.
G2 // 63 Seq.

}} ANIMAL SIMPLE
9 Directions mirrored
G1 // 18 Seq.

}} INNOCENT BGI
8 Directions unmirrored (5 + 3E)
G1 G1E // 48 Seq.

}} INNOCENT BGI static
8 Directions unmirrored (5 + 3E)
G1 G1E // 40 Seq.

}} BGII CHARACTER FULL
9 Directions mirrored
A1 A2 A3 A4 A5 A6 A7 A8 A9 SA SS SX // 9 Seq.
CA // 72 Seq.
G1 G11 G12 G13 G14 G15 G16 G17 G18 G19 // 99 Seq.
+ Armour Levels (1/2/4)
+ Arbitrary WQ Object anim.

}} BGI CHARACTER FULL
8 Directions unmirrored (5 + 3E)
A1 A1E A2 A2E A3 A3E A4 A4E A5 A5E A6 A6E SA SAE SX SXE // 8 Seq. (A1 has 16)
CA CAE // 62/64 Seq.
G1 G1E // 72 Seq.
W2 W2E // 8 Seq.
+ Armour Levels (1/2/4)
+ Arbitrary WP Object anim.
+ CSHD

}} BGI CHARACTER SHADOW
8 Directions unmirrored (5 + 3E + X?)
A1 A1E A1X A2 A2E A2X A3 A3E A3X A4 A4E A4X A5 A5E A5X A6 A6E A6X SA SAE SAX SX SXE SXX // 8 Seq. (A1 16)
CA CAE CAX // 62/64 Seq.
G1 G1E G1X // 72 Seq.
W2 W2E W2X // 8 Seq.

}} PRONE CHARACTER
4 Directions unmirrored
no suffixes // 80 Seq.

}} BGI ANKHEG
8 Directions unmirrored (5 + 3E)
G1 G1E // 32 Seq.
G2 G2E // 24 Seq.
G3 G3E // 16 Seq.
+ D (ground effects below)

}} BGI SIMPLE MONSTER
8 Directions unmirrored (5 + 3E)
G1 G1E // 48 Seq.
G2 G2E // 24 Seq.
+ HG1 HG1E (Halberd) SG1 SG1E (Sword) BG1 BG1E (Bow)

}} BGI SIMPLE MONSTER ABRIDGED
8 Directions unmirrored (5 + 3E)
G1 G1E // 48 Seq.
G2 G2E // 16 Seq.

}} BGI MONSTER LONG
16 Directions unmirrored (10 + 6E)
G1 G1E // 16 Seq.
G2 G2E // 80 Seq.
G3 G3E // 48 Seq.

}} BGI MONSTER LONG 4 PART
16 Directions unmirrored (10 + 6E)
G11 G11E G12 G12E G13 G13E G14 G14E // 16 Seq.
G21 G21E G22 G22E G23 G23E G24 G24E // 80 Seq.
G31 G31E G32 G32E G33 G33E G34 G34E // 48 Seq.

}} BGI MONSTER FULL
8 Directions unmirrored (5 + 3E)
G1 G1E // 24 Seq.
G2 G2E // 16 Seq.
G3 G3E // 32 Seq.

}} IWD
8 Directions unmirrored (5 + 3E)
A1 A1E A2 A2E A3 A3E A4 A4E // 5 Seq. 8 Seq. resp.
CA CAE // 5 Seq. 8 Seq. resp.
DE DEE // 5 Seq. 8 Seq. resp.
GH GHE // 5 Seq. 8 Seq. resp.
GU GUE // 5 Seq. 8 Seq. resp.
SC SCE // 5 Seq. 8 Seq. resp.
SD SDE // 5 Seq. 8 Seq. resp.
SL SLE // 5 Seq. 8 Seq. resp.
SP SPE // 5 Seq. 8 Seq. resp.
TW TWE // 5 Seq. 8 Seq. resp.
WK WKE // 5 Seq. 8 Seq. resp.
+ A (Axe), M (Morning Star), S (Sword), C (Club)


}} BGII 4 PART SPLIT
9 Directions mirrored
G11 G12 G13 G14 // 54 Seq.
G111 G121 G131 G141 // 54 Seq.
G112 G122 G132 G142 // 54 Seq.
G113 G123 G133 G143 // 54 Seq.
G114 G124 G134 G144 // 54 Seq.
G115 G125 G135 G145 // 54 Seq.

G21 G22 G23 G24 // 63 Seq.
G211 G221 G231 G241 // 63 Seq.
G212 G222 G232 G242 // 63 Seq.
G213 G223 G233 G243 // 63 Seq.
G214 G224 G234 G244 // 63 Seq.
G215 G225 G235 G245 // 63 Seq.
G216 G226 G236 G246 // 63 Seq.

}} BGII DRAGON
9 Directions mirrored
9 Animation parts
5 Animations (5: 1 split no base; 4: 2 split)
Animation + Part + Split + Direction

}} IWD BGISED COLLAPSED
9 Directions mirrored
A1 A2 // 9 Seq.
DE // 9 Seq.
GH // 9 Seq.
GU // 9 Seq.
SC // 9 Seq.
SD // 9 Seq.
SL // 9 Seq.
TW // 9 Seq.
WK // 9 Seq.




**********

}} PST CHARACTER
5 Directions mirrored
AT1 AT2 // 5 Seq.
C2S // 5 Seq. (combat->idle)
CF1 // 5 Seq. (taunt)
(CF2)
DFB // 5 Seq. (fall)
GUP // 5 Seq. (get up)
HIT // 5 Seq. (hit)
S2C // 5 Seq. (idle->combat)
SF1 // 5 Seq. (stretch)
SP1 // 5 Seq. (spell)
SP2 // 5 Seq. (spell)
SP3 // 5 Seq. (spell)
(SP4)
STC // 5 Seq. (combat idle)
STD // 5 Seq. (idle normal)
TK1 // 5 Seq. (talk)
TK2 // 5 Seq. (talk)
TK3 // 5 Seq. (talk)
(TK4, TK5, TK6)
9 Directions mirrored
RUN // 9 Seq. (run)
WLK // 9 Seq. (walk)
[/codebox]

Probably won't make much sense to anyone, but anyway.

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#129 --@vGur--

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Posted 27 October 2009 - 05:48 PM

:coolthumb:

Very good list. Most things are clear now.


I'll wait for more :Tasty:

#130 Erephine

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Posted 05 November 2009 - 06:37 AM

Just giving you an update on where things stand...

The main part of this is finished and tested. I sent a PM asking if we could have a forum/mod hosting last week, but I haven't heard back as yet.

I'll let you know as soon as I know more. :)

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#131 Jarno Mikkola

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Posted 05 November 2009 - 01:35 PM

The main part of this is finished and tested.

:blink: :wacko: :o

:Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow: :Bow:
Just tell us if we can do something...

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#132 Erephine

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Posted 05 November 2009 - 03:53 PM

You will be able to do something, yes. :)

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#133 Jarno Mikkola

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Posted 07 November 2009 - 02:08 PM

You will be able to do something, yes. :)

To twiddle my thumbs, yeeeah...

But seriously, this silence is creeping, let's hope there is more chatter going on PMs, than what's here. :unsure:

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#134 Erephine

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Posted 07 November 2009 - 06:31 PM

Not really. Next week is the official word I've got so far.

Pattieennncceeeeeeee. You know.. I'll be mad if this is out and people don't do anything with it. :D

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#135 Jarno Mikkola

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Posted 23 November 2009 - 03:27 AM

Not really. Next week is the official word I've got so far.

Well, that week is gone, and I have seen nothing. :crying:
Yes, yes, I know people are busy, but...

Pattieennncceeeeeeee.

Patience What's that? Some new kind of new cheese cake I haven't tasted yet? :blink: :Tasty:
:devil:

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#136 Erephine

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Posted 23 November 2009 - 07:13 AM

I'm sorry Jarno. My thumbs are all atwiddle, too.

Mm, cheesecake. <3

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#137 leahnkain

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Posted 24 November 2009 - 08:13 PM

I'll poke the rest of the staff.

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#138 Erephine

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Posted 27 November 2009 - 12:49 AM

Posted Image

soon :whistling:

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#139 Arkenor

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Posted 27 November 2009 - 12:56 AM

Posted Image

soon :whistling:


Oooh, is that a Chimera on the right? A Vrock maybe on the left? Then some sort of demonwoman, and a , hmm, stone giant?. Very very cool.

Edited by Arkenor, 27 November 2009 - 12:59 AM.

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#140 Lollorian

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Posted 27 November 2009 - 01:29 AM

OMFG!!! Now, if the megamods started to do this, then ... OMFG!!! :D

Cheers,
Lol

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