IDS entries are no longer necessary (complete .ids files can be built from the GUI).
Edited by Erephine, 18 December 2009 - 06:14 PM.
Posted 30 November 2009 - 02:07 PM
Edited by Erephine, 18 December 2009 - 06:14 PM.
崇高与滑稽
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Posted 01 December 2009 - 07:42 AM
Edited by Erephine, 01 December 2009 - 07:49 AM.
崇高与滑稽
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Posted 02 December 2009 - 05:13 AM
APPEND ~animate.ids~ ~0x5263 SVIRFNEBLIN_PALE_AXE~ UNLESS ~^0x5263~ APPEND ~animate.ids~ ~0x5264 SVIRFNEBLIN_PALE_NOAXE~ UNLESS ~^0x5264~ APPEND ~animate.ids~ ~0x5265 SVIRFNEBLIN_DARK_AXE~ UNLESS ~^0x5265~ APPEND ~animate.ids~ ~0x5266 SVIRFNEBLIN_DARK_NOAXE~ UNLESS ~^0x5266~ APPEND ~anisnd.ids~ ~0x5263 µBM CGAMEANIMATIONTYPE_SVIRFNEBLIN_PALE_AXE~ UNLESS ~^0x5263~ APPEND ~anisnd.ids~ ~0x5264 µBN CGAMEANIMATIONTYPE_SVIRFNEBLIN_PALE_NOAXE~ UNLESS ~^0x5264~ APPEND ~anisnd.ids~ ~0x5265 µBO CGAMEANIMATIONTYPE_SVIRFNEBLIN_DARK_AXE~ UNLESS ~^0x5265~ APPEND ~anisnd.ids~ ~0x5266 µBP CGAMEANIMATIONTYPE_SVIRFNEBLIN_DARK_NOAXE~ UNLESS ~^0x5266~
Edited by Miloch, 02 December 2009 - 05:13 AM.
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
Posted 03 December 2009 - 11:34 PM
Edited by Erephine, 07 December 2009 - 03:07 PM.
崇高与滑稽
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Posted 04 December 2009 - 05:49 PM
Edited by Erephine, 04 December 2009 - 05:52 PM.
崇高与滑稽
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Posted 10 December 2009 - 01:20 AM
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
Posted 10 December 2009 - 07:59 PM
崇高与滑稽
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Posted 18 December 2009 - 05:08 PM
崇高与滑稽
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Posted 02 January 2010 - 03:14 PM
Edited by Erephine, 04 January 2010 - 06:54 PM.
崇高与滑稽
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Posted 11 January 2010 - 02:06 AM
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
Posted 16 January 2010 - 12:36 AM
Edited by Miloch, 16 January 2010 - 12:37 AM.
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
Posted 25 January 2010 - 01:09 PM
All my mods are on Github
Posted 08 April 2010 - 07:06 AM
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
Posted 23 April 2010 - 09:12 PM
崇高与滑稽
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Posted 02 May 2010 - 04:43 PM
Edited by Erephine, 06 February 2011 - 03:48 PM.
崇高与滑稽
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Posted 20 June 2010 - 02:45 AM
W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE
Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA
Posted 14 April 2011 - 06:32 AM
Edited by Ulb, 14 April 2011 - 12:54 PM.
Game Feature Mods:
Animal Companions (for Rangers & Druids)*
Character Kit Mods:
The Bear Walker - a Werebear/Ranger Kit*
The Silver Fur of Selûne - a Werewolf/Priest Kit
Infinity Animations Content Mods:
D2 Werebear & Bear Animations for BG2
Custom Content
*EE/EET ready
Posted 12 August 2018 - 06:38 AM
Restored BG1 Monster Palette Variants
Infinity Animations Content
v1 Beta
Download
Contents
I. Introduction
II. Platforms
III. Requirements
IV. Compatibility
V. Components
I. Introduction
The majority of BG1 monsters share the same animation BAM files and use BMP palettes to change appearance. While most BG1 monsters are available in BG2, some of these palette variants were not hardcoded properly resulting in missing animation entries or conflicting 2DA soundsets. (read more: general thread) -> (read more: 2DA conflict explanation) Update: Fixed with TobEx AfterLife!
This supplement to IA attempts to restore unique animation codes for the affected BG1 monsters.
Additionally, the mod offers restored BG1 monster palette colors which were changed in BG2.
Restored BG1 Monster Palette Variants is intended to be installed along Infinity Sounds v2 to fully utilize and overhaul the restored animation soundsets.
II. Platforms
The current beta is only for classic BG2ToB and derivatives such as BGT. Support for BGEE and BG2EE may be added later on.
III. Requirements
The following mods must be installed before components which add new animations:
* TobEx hacks Animation Sound Fix and Externalise Animation Walking Sounds, and component Enable Animation Attack Sounds.
* IA with Base content.
If you want to install only the restored BG1 palettes, the above mods are not required.
IV. Compatibility
If possible, try to install the components which restore animation soundset codes after other mods which patch the same creature types. This is because these mods may be looking for the original animation offsets in their patches. Installing as close to the end of your mod chain as possible will also give you the convenience of quick uninstall should anything cause problems.
Please also note that, while powerful modding tools, both TobEx and IA are currently unfinished projects with missing features. Most notably, neither offers externalized animation movement speed or walking sound delay. Certain compromises had to be made to offset these limitations. BG1 monster slots added by IA have hardcoded movement speed matching the BG2 default (10: too fast for most BG1 monsters) and 0.5-second cut-off delay between each walking sound. This means that:
* If you choose to patch the existing creatures to use the restored animation codes, the mod will add a movement rate penalty (effect opcode #176) to each patched creature to match the original animation walking speed. While this effect type will work for most monsters, it causes movement rate stacking issues with polymorph creatures (effect opcode #135). To avoid these issues, the mod excludes polymorph creatures from the patches. These creatures will simply use the original animation offsets. A pre-patch scan will run to determine which creatures are used in polymorph spells and build an exclusion list. This means you can also install the patch components after mods which change or add polymorph/shapeshift creatures.
* With such extremely short hardcoded delay, the original long singular walking sounds (e.g., wal_12 and wal_31) had to be dropped in favor of custom ones cut into multiple audio files. These are based off the existing audio resources and have been processed with phaser, gain, pitch and fades to make each slightly more unique. Black Widow walking sounds are very close to the original spider ones.
V. Components
The first two components restore unused spider and dog palette variants. Currently, these will be available only as modding resources without changes to the in-game content.
Black Widow
Highland Dog
The components which follow restore unique animation codes for BG1 monsters with conflicting 2DA soundsets.
Optionally, you can choose to patch the existing creatures to use the corrected animation offsets with either BG1 or BG2 palette. You can also install only the restored BG1 palettes without patching any animation entries or creatures.
The final batch of components simply restores BG1 palette colors for animations unaffected by 2DA soundset conflicts. Take a look at the comparison and decide which variants you prefer:
Black Bear
BG1: BG2:
Cave Bear
BG1: BG2:
War Dog
BG1: BG2:
Wild Dog
BG1: BG2:
Worg
BG1: BG2:
Dire Wolf
BG1: BG2:
Dread Wolf
BG1: BG2:
Vampiric Wolf
BG1: BG2:
Giant Spider
BG1: BG2:
Huge Spider
BG1: BG2:
Phase Spider
BG1: BG2:
Sword Spider
BG1: BG2:
Wraith Spider
BG1: BG2:
There is a component which restores an unused ghoul palette variant called "revenant." If you choose so, the in-game revenant creatures which originally use zombie animation will be patched to use the restored animation offset with this palette.
Revenant
All in-game green slimes use the olive slime palette (clearly a design choice). This last component restores their proper palette variant. But which one is actually ... "greener"?
Olive Slime Green Slime
Edited by skellytz, 29 May 2024 - 04:40 PM.
Posted 05 September 2018 - 12:12 AM
Interesting. I'd say the BG1 variants are for the most part better. Why are the dog animations here bigger than the wolf variants though? Is it just the way you rendered them?
As for the revenant, we had our own variant of that. As I recall, it may have just been a recolored ghoul, but I don't think it looked like what you posted.
The olive slime is definitely "greener." It it were up to me as designer, I'd retain that for the green slime and add a yellower shade (i.e. more olive) to the olive slime variant.
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
Posted 06 September 2018 - 01:19 PM
Interesting. I'd say the BG1 variants are for the most part better.
I think so, too. I'm not sure what exactly prompted these patchy and vibrant BG2 palettes.
Why are the dog animations here bigger than the wolf variants though? Is it just the way you rendered them?
I've enlarged the GIFs so you can better see those ugly patches on BG2 dogs. The War Dog one looks like some kind of army camo covered in mustard. Army Hot Dog.