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Distinctive creature coloring [IMPLEMENTED]


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#41 aVENGER

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Posted 28 December 2009 - 10:21 AM

There won't be such a component in Infinity Animations, because it takes only a bit longer to repalette existing animations (BG2 ones anyway) and assign them new slots. So this is probably the best place for any recolours that don't make it to that stage.


Ahh, alright then. :) I'll eventually look into re-paletting the animations wherever possible due to the aforementioned issues with the tint opcodes.

On topic, I'm going to include Bone Fiends and Maurezhi into the next recoloring bunch. As the base creatures are supposed to look alike, I didn't want to make the differences too drastic, so I just applied a tiny bit of tint which makes the creatures distinguishable from each other. Here's the comparison, left are the original Bone Golem and Ghoul, right their tinted versions a.k.a. Bone Fiend and Maurezhi:

Bone Fiend & Maurezhi

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#42 Miloch

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Posted 01 January 2010 - 03:38 PM

On topic, I'm going to include Bone Fiends and Maurezhi into the next recoloring bunch. As the base creatures are supposed to look alike, I didn't want to make the differences too drastic, so I just applied a tiny bit of tint which makes the creatures distinguishable from each other. Here's the comparison, left are the original Bone Golem and Ghoul, right their tinted versions a.k.a. Bone Fiend and Maurezhi:

I asked about bone fiends in another topic (probably should've asked here) but what are you making them different from? The animation is probably used for other creatures but I didn't do an in-depth check. There may be a skeleton warrior or two that uses skeletonb (their animations are all over the place) but it isn't really appropriate for them.

As for maurezhi, the vast majority that I saw used the "lichblack" animation, which I thought was ok because most liches actually use the "lich" animation and although they're supposed to be "ghoulish" the lichblack animation actually looks more ghoulish (or perhaps death-knighty) than lichlike. Also the existing ghoul is already repaletted for other CREs (ghasts and revenants) so I dunno. Should it really be green though? Maybe a darker grey or even a dull red (abyssal) colour, if you can get a shade that doesn't glow or fade too much.

Still, I think you should just repalette these properly since those opcodes can be really annoying. But if you are adding more, can you just let me know which opcode you're using so I can unpatch it if we need to. Cheers.

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#43 Chevalier

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Posted 01 January 2010 - 04:16 PM

Miloch,

I think that the bone fiend uses the bone golem animation.

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#44 aVENGER

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Posted 01 January 2010 - 04:20 PM

As for maurezhi, the vast majority that I saw used the "lichblack" animation, which I thought was ok because most liches actually use the "lich" animation and although they're supposed to be "ghoulish" the lichblack animation actually looks more ghoulish (or perhaps death-knighty) than lichlike.


That animation looks more like a Death Knight to me, which isn't very fitting for a demon that is described as "strongly resembles an ordinary ghoul" by the source books. ;)

Should it really be green though? Maybe a darker grey or even a dull red (abyssal) colour, if you can get a shade that doesn't glow or fade too much.


Nope, they are not really green, but unfortunately, I couldn't get the other colors to work properly as it always ended up looking too much like the ghast.

Still, I think you should just repalette these properly since those opcodes can be really annoying. But if you are adding more, can you just let me know which opcode you're using so I can unpatch it if we need to. Cheers.


Will try, but I'm too focused on developing the Fiends' AI right now. Possibly in a later release. As requested, here's the code I used:

// Maurezhi

ACTION_FOR_EACH ~file~ IN														  // for each of the fllowing files
			 ~DEMMAU01~															// Maurezhi
			  ~GORTAN6~															// Maurezhi
			 ~OBSDEM04~															// Maurezhi
BEGIN																			  // execute the following
ACTION_IF FILE_EXISTS_IN_GAME ~%file%.cre~ BEGIN								   // if the file exists
COPY_EXISTING ~%file%.cre~ ~override~
PATCH_INCLUDE ~aTweaks/lib/fj_cre_validity.tpp~									// Nythrun's CRE validity macro (detects corrupt and invalid CREs)
PATCH_IF valid BEGIN
  PATCH_INCLUDE ~aTweaks/lib/fj_cre_reindex.tpp~								   // Nythrun's CRE reindex macro (this also calls the EFF macro if needed)
// =============================================================================== // the actual work starts from here
  LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~										// delete the EFF with the designated opcode (remove any existent tint)
  INT_VAR opcode_to_delete = "51" END											  // mark opcode #51 (Colour: Strong/Dark by RGB) for deletion
  LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~										// delete the EFF with the designated opcode (remove any existent tint)
  INT_VAR opcode_to_delete = "52" END											  // mark opcode #52 (Colour: Very Bright by RGB) for deletion
  LAUNCH_PATCH_FUNCTION ~ADD_CRE_EFFECT~										   // Starts FUNCTION call (add new creature effect built-in function)
  INT_VAR																		  // initialize numeric variables
  "opcode" = "51"																  // effect: #51 (Colour: Strong/Dark by RGB)
  "target" = "1"																   // target: 1 (self)
  "timing" = "9"																   // timing mode: 9 (permanent after death)
  "parameter1" = "-1765239296"													 // param1: (color designation)
  "parameter2" = "2"															   // param2: 2 (location - major color)
  "probability1" = "100"														   // probability1: 100%
  STR_VAR																		  // initialize string variables
  "effsource" = ""																 // effsource: none
  END																			  // ends FUNCTION call
// =============================================================================== // the actual work ends here
END																				// ends file validity check
BUT_ONLY_IF_IT_CHANGES
END																				// ends ACTION_IF FILE_EXISTS_IN_GAME block
END																				// ends ACTION_FOR_EACH block



// Bone Fiend

ACTION_FOR_EACH ~file~ IN														  // for each of the fllowing files
			  ~DBONEF01~														   // Bone Fiend
			   ~GORBAT5~														   // Bone Fiend
			  ~MELSUM02~														   // Bone Fiend
BEGIN																			  // execute the following
ACTION_IF FILE_EXISTS_IN_GAME ~%file%.cre~ BEGIN								   // if the file exists
COPY_EXISTING ~%file%.cre~ ~override~
PATCH_INCLUDE ~aTweaks/lib/fj_cre_validity.tpp~									// Nythrun's CRE validity macro (detects corrupt and invalid CREs)
PATCH_IF valid BEGIN
  PATCH_INCLUDE ~aTweaks/lib/fj_cre_reindex.tpp~								   // Nythrun's CRE reindex macro (this also calls the EFF macro if needed)
// =============================================================================== // the actual work starts from here
  LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~										// delete the EFF with the designated opcode (remove any existent tint)
  INT_VAR opcode_to_delete = "51" END											  // mark opcode #51 (Colour: Strong/Dark by RGB) for deletion
  LAUNCH_PATCH_FUNCTION ~DELETE_CRE_EFFECT~										// delete the EFF with the designated opcode (remove any existent tint)
  INT_VAR opcode_to_delete = "52" END											  // mark opcode #52 (Colour: Very Bright by RGB) for deletion
  LAUNCH_PATCH_FUNCTION ~ADD_CRE_EFFECT~										   // Starts FUNCTION call (add new creature effect built-in function)
  INT_VAR																		  // initialize numeric variables
  "opcode" = "51"																  // effect: #51 (Colour: Strong/Dark by RGB)
  "target" = "1"																   // target: 1 (self)
  "timing" = "9"																   // timing mode: 9 (permanent after death)
  "parameter1" = "2112284160"													  // param1: (color designation)
  "parameter2" = "2"															   // param2: 2 (location - major color)
  "probability1" = "100"														   // probability1: 100%
  STR_VAR																		  // initialize string variables
  "effsource" = ""																 // effsource: none
  END																			  // ends FUNCTION call
// =============================================================================== // the actual work ends here
END																				// ends file validity check
BUT_ONLY_IF_IT_CHANGES
END																				// ends ACTION_IF FILE_EXISTS_IN_GAME block
END																				// ends ACTION_FOR_EACH block


#45 aVENGER

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Posted 29 May 2011 - 12:23 AM

At the moment, the Emphatic Manifestation in the Unseeing Eye quest is handled as a regular Balor by this component. However, since this creature is not actually a demon but rather a representation of the negative thoughts of Amaunator's followers, I thought a reddish ghostly effect might fit it better.


Posted Image

Emphatic Manifestation



#46 -guest-

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Posted 31 May 2011 - 10:14 AM

Cool, is this in the current version, or soon to be?

Also, I didn't notice it in the screen shots, but did you recolour the small ice trolls that are to be found, e.g. in the De'Arnise Keep. They're like half the size or less of a normal troll, in case it's not clear what i'm talking about, and are named ice trolls but are coloured green.

#47 Wisp

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Posted 31 May 2011 - 01:50 PM

Cool, is this in the current version, or soon to be?

It's due for the next version.

Also, I didn't notice it in the screen shots, but did you recolour the small ice trolls that are to be found, e.g. in the De'Arnise Keep. They're like half the size or less of a normal troll, in case it's not clear what i'm talking about, and are named ice trolls but are coloured green.

Yes, Ice Trolls are recoloured.

#48 aVENGER

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Posted 01 June 2011 - 12:25 AM

The Bioware developers already assigned a unique color to Ice Trols, but due to a minor bug, they could lose their look under some circumstances.

This was corrected by the BG2 Fixpack in v9.

#49 -guest-

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Posted 01 June 2011 - 07:35 AM

Strange, and good to know, but you suggest its lost only upon being slain? (Unless I misread) Whilst walking around they still seemed pretty much the same colour as normal trolls to me. Perhaps it's a dark hue originally that is unclear in the lighting i've seen them in and therefore seems the same.

Did you then give them a different colour within atweaks (I would guess so, otherwise that fixpack fix would make it pretty redundant)? I quite like the light blue color given to 'snow trolls' (which I don't recall appearing much anywhere...planar sphere perhaps?) and would have thought the suits fine here too.

On a related note, the screenshots you provide are really nice and make the mod pretty appealing to install - both here and in the PnP Fiends thread, keep that up.

#50 aVENGER

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Posted 01 June 2011 - 08:38 AM

Strange, and good to know, but you suggest its lost only upon being slain? (Unless I misread) Whilst walking around they still seemed pretty much the same colour as normal trolls to me. Perhaps it's a dark hue originally that is unclear in the lighting i've seen them in and therefore seems the same.


They are dark blue in color but I suppose interior lighting might make them non-discernible from regular trolls (one of the flaws of using tint opcodes instead of unique avatars).

Did you then give them a different colour within atweaks (I would guess so, otherwise that fixpack fix would make it pretty redundant)? I quite like the light blue color given to 'snow trolls' (which I don't recall appearing much anywhere...planar sphere perhaps?) and would have thought the suits fine here too.


I guess I could look into it.

On a related note, the screenshots you provide are really nice and make the mod pretty appealing to install - both here and in the PnP Fiends thread, keep that up.


Thanks! :)

Edited by aVENGER, 01 June 2011 - 09:08 AM.


#51 aVENGER

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Posted 18 June 2011 - 09:23 AM

By popular demand, Ice Trolls are now recolored. And while I was at it, I recolored Desert Trolls and slightly adjusted Giant Trolls. Here's a screenshot:

Posted Image

Trolls


From left to right: Troll, Giant Troll, Desert Troll, Snow Troll, Ice Troll.

Edited by aVENGER, 18 June 2011 - 09:24 AM.


#52 Andrea C.

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Posted 19 June 2011 - 04:21 AM

Awesome!!

#53 aVENGER

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Posted 27 September 2011 - 08:52 AM

In one of the next updates, Distinctive Creature Coloring will tackle various creatures which use the Sirine avatar. An effort was made to stay reasonably true to the illustrations and descriptions from the PnP sourcebooks while selecting the color palettes. This was mainly done to make the distinction between the creatures clearer in light of the upcoming PnP Fey component.

Posted Image


From left to right: Dryad, Hamadryad, Nymph, Sirine (unchanged), Nereid, Succubus.

Edited by aVENGER, 27 September 2011 - 10:10 PM.


#54 Daulmakan

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Posted 27 September 2011 - 02:56 PM

I like the changes, save for the succubus.

item_pack.jpg   Drows.jpg

 


#55 aVENGER

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Posted 27 September 2011 - 05:19 PM

I like the changes, save for the succubus.


I'm open to suggestions. ;)

For reference, her look was based off of this and this.

Edited by aVENGER, 27 September 2011 - 05:19 PM.


#56 Daulmakan

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Posted 27 September 2011 - 08:58 PM

I'm open to suggestions. ;)

For reference, her look was based off of this and this.

I don't mind the red hair, but the skin tone. IMO it's too strong, even for pink, it stands out in regards to the background, unlike the others.

Those drawings have her with regular skin, perhaps a bit whiter even. How about giving her the nymph's skin tone and keeping the hair & dress colours?

item_pack.jpg   Drows.jpg

 


#57 aVENGER

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Posted 27 September 2011 - 10:11 PM

How about giving her the nymph's skin tone and keeping the hair & dress colours?


Updated.

I gave her a slightly paler complexion than the nymph. Any better?

#58 Andrea C.

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Posted 28 September 2011 - 03:06 AM

Infinity Animations has a Succubus animation from NWN that looks really kewl. Are you aware of any incompatibilities / glitches when installing both distinctive creature coloring AND Infinity Animations? 'cause there are some animations that aren't covered in IA for which distinctive creature coloring would come in pretty handy.

Btw, h00ray for upcoming PnP components!! :woot: :Bow:

#59 Daulmakan

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Posted 28 September 2011 - 04:45 PM


How about giving her the nymph's skin tone and keeping the hair & dress colours?

Updated.
I gave her a slightly paler complexion than the nymph. Any better?

Yep. Thanks. :)

item_pack.jpg   Drows.jpg

 


#60 Miloch

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Posted 30 September 2011 - 06:10 AM

Infinity Animations has a Succubus animation from NWN that looks really kewl. Are you aware of any incompatibilities / glitches when installing both distinctive creature coloring AND Infinity Animations?

The NWN succubus isn't paletted, so it won't matter much what aTweaks does if you install IA.

aVENGER, you might consider implementing this via randcolr.2da if you haven't. It lets you apply paletted colours that are similar to related CREs but not exactly the same (as all dryads probably won't have the exact same dress colours etc.).

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