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IMPORTANT: Note to those porting animations


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#1 Erephine

Erephine

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Posted 30 November 2009 - 03:01 PM

Notes on PST animations

PST animations generally have the following scheme:

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)

This means PST animations should be ported into BGII UNSPLIT EXT. or BGII character type slots where possible, preserving most of their various non-combat animations and their extended walking / running directions. These would be lost porting to an IWD or BGI animation slot. Since they use five directions mirrored for most animation parts, you'll have to pad them to fit accordingly, and join them into G1 & G2 files with the sequences set up properly.

I'd suggest porting special PST characters (Grace, Annah, etc.) to character slots, because these offer the best variety of different animation sequences, while creatures would be better suited for the BGII unsplit slots. If they're going to be joinable (in character slots) you might have to create dummy content for object animations to prevent the game from crashing if items are equipped. PST characters should have paperdolls reserved in any case.

Most of the currently ported PST animations use IWD type slots. Please do not add these (consider porting to one of the above slot types instead). I think we can all agree as little as possible should be lost in the porting process, even if it means it has to be redone (and we wouldn't want to end up with two slots of the same animation if someone ports them to the right one eventually).

Humanoid PST animations should further be resized to fit in with BGII animations.

Keep in mind that PST supports semi-paletted animations while BGII does not, so e.g. if you're porting Annah's animations, make sure to alter the palette to stop her dagger from being bright teal. Fully paletted animations are slightly trickier to port. PST palettes are completely different from their BGII counterparts so don't expect to just put the PST animation into a paletted BGII slot and have it work.


Notes on IWD animations

all standard IWD animations have been ported

Infinity Animations populates Baldur's Gate II's unused IWD and BGI animation slots (which were often used by Mega Mods to add their entries). As such the following animations DO NOT need a new animation slot, even if they don't appear in the Animation Listing:

MBAS - Basilisk
MTAS - Tasloi
MBET - IWD Beetle
MBBM - IWD Beetle Bombardier
MBFI - IWD Beetle Fire
MBRH - IWD Beetle Rhinoceros
MCYC - IWD Cyclop
MGH3 - IWD Ghast
MGHO - IWD Ghost
MGH2 - IWD Ghoul
MHIS - Histachii
MTIC - Ice Troll
MLIC - IWD Lich
MLI2 - Lizard Man 2
MLI3 - Lizard Man King
MTSN - Snow Troll
MUMB - IWD Umber Hulk 1
MWIG - IWD Wight
MWI2 - IWD Wight 2
MWI3 - IWD Wight 3
MZO2 - IWD Zombie
MZO3 - IWD Zombie 2


Already ported by community members:

Svirfneblin 1/2 (MSVI, MSV2) / NORMAL
Belhifet (MBE1) / LARGE
Harpy (MHAR) / NORMAL
Frost Giant (MGFR) / LARGE
Shadow IWD (MSH1) / NORMAL
Shadow, Buff IWD (MSH2) / NORMAL
Merilith/Tanari IWD (MTAN) ** this one is differently coloured than the BGII one / NORMAL
Animated Plate 1/2/3 (originally MANI, MAN2, MAN3) / NORMAL
Arundel (MARU) / NORMAL
Barbarian Shaman 1/2/3 (MBA4, MBA5, MBA6) / NORMAL
Barbarian Warrior 1/2/3 (MBA1, MBA2, MBA3) / NORMAL
Barbarian, Icasaracht (MBAI) / NORMAL
Belhifet, Priest (MBE2) / NORMAL
Drowned Dead (MDRD) / NORMAL
Elemental Earth (MELE) / LARGE
Elemental Fire (MELF) / LARGE
Elemental Water (MELW) / LARGE
Fire Giant IWD (MGFI) / LARGE
Iron Golem IWD (MGIR) / LARGE
Remorhaz (MREM) / LARGE
Sahuagin IWD (MSAH) / NORMAL
Sahuagin large IWD (MSAT) / NORMAL or LARGE
Seer (MSEE) / NORMAL
Tundra Yeti (MYET) / NORMAL
Umber Hulk, Vodyanoi (MUM2) / NORMAL
Verbeeg (MGVE) / NORMAL or LARGE
Wight, Barrow (MWI4) / NORMAL
Creeping Doom (MCRD) / NORMAL
White Wyvern Big (MWY2) / As BG
Dragon, White Young (MWDR) / HUGE




Make sure your animation name is not yet listed in ANIMATE.IDS to avoid confusion with two animations having the same name.

Edited by Erephine, 18 December 2009 - 04:41 PM.

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