Looks fine to me now

Posted 02 December 2009 - 07:08 PM
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Posted 02 December 2009 - 07:17 PM
Updated the porting thread and added links (it's a proper name!)
Looks fine to me now
Posted 02 December 2009 - 07:30 PM
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Posted 02 December 2009 - 08:16 PM
Posted 02 December 2009 - 08:39 PM
I followed your topic a little before this forum and I have experimented making new animations for creatures in TDD based on Cuv's work with the PS:T animations. I used his models and reduced with the Python tool and the tutorials that float around to reduce the size. Night Hags were reduced by me and are awesome and the creature exists in TDD and Planar Sphere mod and it would be nice if I can use those instead of Bodhi's animation or contribute to the animation list.
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Posted 02 December 2009 - 09:24 PM
O .. M .. G!!!This is supposed to be Belhifet:
He has the prefix MBE1 in IWD's files (not MTAN).
"I am the smiley addict, yellow and round, this is my grin when I'm usually around
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When there's trouble brewing, see me post, cuz it's usually a wall o' yellow and your eyes are toast!!!"
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Posted 02 December 2009 - 10:11 PM
Heh, yeah, well I'll try to keep it brief, if for no other reason than that I'm a heavy-handed half-orc editor by trade (well sort of).(that's an insane number of quotes we're up to there.
)
But WeiDU is your friend, regardless of what propaganda you may have read on BWL or such places. I am not a priest or even a convert of the religion (if it is one) but I've recognised it for one reason if no other: it is the de facto IE modding standard. It's a bit late in the game to try to invent another, though there could well be several better alternates, in theory anyhow.somewhat averse to WeiDUing everything I confess
As for IDS files and patching vs. overwriting, I can only speak from observation and experience. Several mods, particularly older ones, thought it'd be a good idea if they just up and overwrote their idea of what those IDS files should be. Some just copy the *existing* files without making any changes, for some obscure reason. Well, all of that causes issues, and patching causes very few, if any, from what I've seen. And it's quite easy to do. If it's a question of IDS files following a certain order, I'm sure the bigg could implement a PRETTY_PRINT_IDS just as there is for PRETTY_PRINT_2DA. Your point is valid, in that by your methodology, the IDSs should be identical anyway, but in practice I can see potential problems, even if the mods do nothing else but overwrite identical copies (though leave it to just one modder to muck things up with overwriting).If you'd like to write a smart .IDS patch I'm not stopping you
Yes, I'm absolutely certain, because I don't know of *any* animations from existing mods that are original works, so if you want to seek permission, you'd have to do so from the game inventors (BioWare etc.). And you're porting it from one of their games to another, so forget it. If you really want the true animations, go to the original source (IWD1/2 or whatever for most of these) but that probably isn't necessary as long as you grab the *right* animations. I do know Galactygon did some good work with the LC animations (on blackwyrmlair.net) including the fact he corrected some of the default ones, so those may be good as a source. But you should also be ok with grabbing them from the megamods, since they're fairly well-tested by now (though some of them have probably never shown the animations they intended due to conflicts).Are you sure that it's OK to just go grabbing the animations from other mods? I'll start with the Drizzt Saga ones, seeing as you mentioned Flysoup was alright with it.
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"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 02 December 2009 - 10:34 PM
But WeiDU is your friend, regardless of what propaganda you may have read on BWL or such places. I am not a priest or even a convert of the religion (if it is one) but I've recognised it for one reason if no other: it is the de facto IE modding standard. It's a bit late in the game to try to invent another, though there could well be several better alternates, in theory anyhow.
Anyway, for patching *all* it needs is the added APPEND ... UNLESS ... language I've indicated. That's it. Put that in your .tp2 file and really, that's all you need to patch the IDSes with new entries, and WeiDU is very precise (anal?) about how it appends things, so I doubt you'd end up with 10,000 extra line breaks.
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Posted 02 December 2009 - 11:20 PM
Well, sure, I was just talking about mod compatibility with adding new entries going forward. Which has traditionally been the problem with modded (particularly megamodded) installs. If the initial install of Infinity Animations wants to overwrite a "correct" version of the IDS files, I probably wouldn't oppose that. But at the same time, patching it (whether via APPEND, REPLACE_TEXTUALLY or whatever) really isn't that hard, and I'll help with that if needed, and certainly with adding new entries (which a minor revision to your text boxes should accommodate, as I mentioned).It needs to get rid of the LOW entries as well, should they be present.
No, unless you're really bored and want a good laugh or twoI haven't read any propaganda, have I missed out on anything
Edited by Miloch, 02 December 2009 - 11:24 PM.
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"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 - 03:26 AM
Well, the mess totally depends on the install order... and as the most BiG World installs have already totally messed up animations, it might be better to just start over, first regenerate the original list of the animation IDS, and the .bam's by overwriting everyone of them(well the once that any mod modifies) and their brother, then removing the LOW versions... and then adding the new once to the old, and then patch the .cre files according to the new table(the once that need to, if they are found in the game). The last part could be done in a ever more often updated in the CRE correction mod, so the main mod only has to be downloaded every so often.On the contrary, it keeps it from being a mess. Apart from what I mentioned, another problem is that every mod and its brother is going to start overwriting these files repetitively (and perhaps with false data). All they really need to do is check if the specific entries they're using are already present and add it if not (the APPEND ... UNLESS does that just fine). Now if this is installed early and overwrites complete, non-glitchy IDS files to begin with, that's fine, but it's the subsequent modders I'm worried about.Patching the base files with WeiDU would be a mess without much reason (for me anyway) because EVERYONE has the same vanilla animation info, and the extended info is going to be the same for everyone too.
Well, it would be fine, if the patching was done after all the animations were still correct, but after a few big mods, it hardly is, especially when it comes to the correct .bam files.But at the same time, patching it (whether via APPEND, REPLACE_TEXTUALLY or whatever) really isn't that hard, and I'll help with that if needed, and certainly with adding new entries (which a minor revision to your text boxes should accommodate, as I mentioned).
Edited by Jarno Mikkola, 03 December 2009 - 03:44 AM.
Deactivated account. The user today is known as The Imp.
Posted 18 December 2009 - 05:25 PM
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Posted 28 December 2009 - 03:02 AM
Posted 28 December 2009 - 06:39 AM
I think it would, as you'd have to either design a palette that fits for all animation sequences or redo them all frame by frame with a new palette. Maybe Erephine has a quicker way. I'd like to palettable animations for most creatures... most humanoids anyway, but I suspect it'd be a lot of work.A question on recoloured creatures: does it involve much work to create palettable animations (ala BGI) for Genies, Beholders, Demons, etc. instead of supplying different coloured variants?
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"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 02 January 2010 - 03:32 PM
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Posted 04 January 2010 - 01:04 AM
It's back - so I read anyway. If you don't get around to uploading them in the next couple days, could you let me know the archive names at least, for coding purposes. Also, which shadows ended up as which.Okay, slight update: I've added these and recoloured the shadows (finally), will upload as soon as the download manager comes back
Was it the head-turning glitch I mentioned or something else? Still waiting on a couple answers to finish up phase 2, but it's pretty much done once those are answered (apart from fun stuff like testing and documentationThe core patch needs an update as well, there was a bug with the IWD animation slot (in the original game) that needed fixing. If you could PM/send me the current state of your installer we could conveniently time this with officially going WeiDU (even if there's still some things to sort out).
We should delete all the .ogg, .wav and .2da files from this, as they aren't really done properly (not Arkenor's fault but whichever mod he nabbed them from). Otherwise they'll get copied to the override during install and we don't really want that (not for OGGs certainly, which are not readable in the game unless decoded). I think he has the right idea though... we should probably include the relevant .wavc and .2da files with their related animations rather than providing them separately, because then folks will have to download a bunch of sounds they don't necessarily want. But it probably makes no real difference to the average megamodder who will need to download everything anyhow. Your call.Arkenor's Shadows_harpy_frostgiant.zip has sounds in both formats, so one or the other will need to be changed. Or both.
Edited by Miloch, 30 September 2011 - 04:23 PM.
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"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 04 January 2010 - 06:49 PM
Excellent work, Erephine. Wall o'post ahead, just try to struggle through, for the sake of IA's completion
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It's back - so I read anyway. If you don't get around to uploading them in the next couple days, could you let me know the archive names at least, for coding purposes. Also, which shadows ended up as which.
Was it the head-turning glitch I mentioned or something else? Still waiting on a couple answers to finish up phase 2, but it's pretty much done once those are answered (apart from fun stuff like testing and documentation
). Anyway, I could send you the patch part now I guess, but I really just need a couple bits of information to finish this phase (everything but the sounds).
Skeletons don't support armour animations (maybe they can be added?). SkeletonA is armoured by default, and supports weapon animations but not shields. It is a bit larger than it should be (should be 6-7' or so) but a skeleton warrior is "clad in the blackened armor and rotted trappings it wore in its former life." Comparison:
I don't mind providing two choices or even 3, but the barrow wight animation crashed my game, whether it was armed or not. Just to make sure something didn't go awry with my install or patch, I tried other new animations, even NWN ones, and they worked. I copied all the barrow wight animations in your archive. Does it depend on something else or is there a bug here?
Regarding sounds ("phase 3" of this), I've started that and have been following up on it
[...]
difference to the average megamodder who will need to download everything anyhow. Your call.
As bad as that is, I suppose it isn't as bad as converting the actual animations. The only thing resembling a walkthrough on that I found is here, which is a good 5 years old.
While I was there hacking around in NWN, I noticed a few animations we could use. These would all be usable in an unmodded game. The first three all generally use the sirine animation. It's inappropriate being a sea creature, but being palettable it might do for all but the erinyes which should be winged. Now if the succubus you ported is palettable that could suffice for the erinyes too, but in any case, it's good to have variants. The greater mummy should have priestly garb per PnP and the giant troll should be larger and redder also per PnP as is the NWN troll chief.
The animations below are used in mods. The gelugon invariably gets an inappropriate animation. The closest is probably what aVENGER came up with - the ice salamander - but even that isn't right as it has no legs. I wasn't able to get the NWN CEP gelugon to display properly in the viewer, though even Bioware claims there's a workable gelugon somewhere in it. Drizzt Saga uses a medusa (using - guess what - a sirine animation) and Aurora could use some prettier svirfneblin (and perhaps so could the Underdark).
- c_dryad.mdl (Dryad)
- z_erinyes3.mdl (or z_erinyes.mdl, erinyes.mdl, wg_erinyes.mdl)
- c_nymph.mdl (Nymph)
- c_mum_priest01.mdl (Greater Mummy)
- c_trollchief (Giant Troll)
The animations below are not currently used that I know of, though there's some demand discussed in this forum - the roper at least could make a better yochlol and the gelatinous cube would just be so cool I might have to mod it the minute such an animation appears
- c_gelugon.mdl (Gelugon)
- c_medusa.mdl (Medusa)
- c_ysvirfgirl.mdl (Svirfneblin Female)
- c_ysvirfman.mdl (Svirfneblin Male)
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Some, but not all screenshots, because I couldn't palette them all properly in the NWN Viewer or whatever. Even the ones I did sample don't do them justice, since they're quite static and on a dark background at that.
- c_jelly.mdl (Gelatinous Cube)
- c_roper_at1.mdl (Roper)
(From left: dryad, nymph, greater mummy, giant troll, gelugon (botched), medusa, svirfneblin female, svirfneblin male, gelatinous cube)
Oh and before I forget, I went to slot some miscellaneous animations but wasn't quite sure where they should go, even after reading the chart. I've got a maurezhi repaletted from a ghoul (after discussions with aVENGER) which I'm fairly sure is a "BG1 Simple Monster" but not positive since it could conceivably be a "BG1 Simple Caster" since the sequence count is otherwise the same. Along the same lines I repaletted a simple Nishruu and Hakeashar from the "blob_mist" animation or whatever. They would seem to be a BGII Unsplit Ext. animation, though they have only 40 sequences in each animation, instead of the listed 72/63. Finally, I wanted to slot Moinesse's vampire, ninja and barbarian at least, if not the rest of her avatars, since we can use those on a few existing/modded creatures. While I would guess they'd be "Character BGII" animations, I don't know whether they're fine as-is or need to have weapon series copied over from somewhere else or anything. So I'll just attach them here. If you want to go ahead and slot them, that would be fine with me. Otherwise, let me know which slots they take or if there's glitches in them that need to be fixed first.
Crikey, I can't attach files over 1MBso I'll just link to my erratic server. Hopefully they're still obtainable.
[/end wall o'post]
And a Happy New Year to you.
Edited by Erephine, 04 January 2010 - 07:06 PM.
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Posted 05 January 2010 - 06:47 PM
It crashes as soon as I CLUA in a CRE with its animation set to that (0x528d). I get nothing in baldur.err with Logging On=1 set in baldur.ini. All I get is this message:The Barrow Wight definitely should not crash. :/ Does it crash on loading or during the game? I'll see if I can replicate this and let you know more as soon as I get the chance.
It is blob_mist_creature MMST. I don't think it's supposed to have special animations for things like falling down, casting, etc. It is an amorphous blob after all. So is it the BGII Unsplit Ext. slot type then?The blob mist animation has one sequence for each file so I'm not sure which you mean? If you do indeed mean that one, you'd have to port it into a supported slot type which is slightly silly considering it's a series without any animation sequences whatsoever.
Probably be best, because you lost me a bit there. Though if you're going to take the trouble to figure them out, maybe it'd be quicker if you slotted them.For Moinesse's avatars you'd have to add them using their respective character slot type; it's important that you choose the correct subtype of the original animation. The vampire was based on a human male if I remember correctly (so existing object animations should be rendered from the L size category) which means it would have to use a Character BGII WQL slot, etc. I can list which are which, if you prefer.
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"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 January 2010 - 03:03 PM
It is blob_mist_creature MMST. I don't think it's supposed to have special animations for things like falling down, casting, etc. It is an amorphous blob after all. So is it the BGII Unsplit Ext. slot type then?
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Posted 11 January 2010 - 02:30 AM
CrashedI don't know what would happen if you used an animation with one sequence in that type of slot. Might crash, might work.
No, it was in 0x528d for some stupid reason. I diffed our IDSes to make sure there weren't any other fat-fingered typos like that, and there weren't (well nothing significant like that anyway).Are you sure your .ids is pointing to the correct slot (0x528E)?
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #100 // Distinctive Fiends: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #150 // Pit Fiends -> All get the NWN animation: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #210 // Cambion/Isair Animation -> All cambions: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #260 // Alu-Fiend/Madae Animation -> All alu-fiends: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #410 // Skeleton Warriors -> Barrow Wight animation: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #450 // Seer Animation -> Some beggars and slaves: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #480 // Svirfneblin Animations: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: Beta 1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #650 // More Neverwinter Nights Animations: Beta 1I also updated the WeiDU patch with your changes while I was at it. I "diffed the diffs" as it were to make sure it was still identical, but here's what I changed to make sure it looks about right:
Edited by Miloch, 30 September 2011 - 04:25 PM.
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"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 11 January 2010 - 06:17 AM
What about archiving the older info? That should keep the thread short enough that only the current information is displayed. Players can still dig through the archive if they feel the need.And is it just me or is the Animation Listings thread getting impossible to read and post to? Maybe it's because there aren't proper codeboxes anymore, or maybe they need to limit it to 10 posts per page or something, I dunno.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
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