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#41 Erephine

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Posted 11 January 2010 - 08:59 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.


No, that isn't what he meant. The problem is prettify.js (for the context highlighting) hangs for long code boxes; I have to wait each time until it crashes/times out before I can post myself.

I hit an odd glitch in the reference picker. When I added the maurezhi, it gave me ¥TQ for the prefix instead of £AA in the batch rename function after generating IDS files. No big deal, since I renamed them properly with Bulk Rename, but it was odd.


That *is* odd. Did it give you correct IDS references?

Crashed :(. Is there something we can do about it? I could repalette the other mist_creature instead, but nishruus and hakeashars are supposed to be more blob-shaped (like here) than humanoid-shaped.


We could always port the blob to another slot type. For an animation as simply structured as it is we might even consider making it palettable.

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#42 Miloch

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Posted 13 January 2010 - 08:20 PM

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.

No, that isn't what he meant. The problem is prettify.js (for the context highlighting) hangs for long code boxes; I have to wait each time until it crashes/times out before I can post myself.

Yeah, it's annoying (who needs coloured code anyway :D). But he has a point though, in that we only really need the latest code. One codebox, even a long one, probably isn't nearly as bad as 17 of them in a row.

I hit an odd glitch in the reference picker. When I added the maurezhi, it gave me ¥TQ for the prefix instead of £AA in the batch rename function after generating IDS files. No big deal, since I renamed them properly with Bulk Rename, but it was odd.

That *is* odd. Did it give you correct IDS references?

I think so - it was just the renaming that went awry. I seemed to be missing quite a few IDS entries but the patch should handle that.

We could always port the blob to another slot type. For an animation as simply structured as it is we might even consider making it palettable.

That should work. I was trying to get a sort of "mottled" effect on the hakeashar to simulate multiple mouths and eyes, but it wasn't really too believable and isn't really necessary I suppose. Though if splotches of it could be paletted in a slightly different colour, that would do just as well or better. (One could always set them to the same colour as well.)

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#43 Galactygon

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Posted 15 July 2010 - 06:51 AM

Bump. I wasn't happy with the paletted genie animations of IA, they do not fit with the existing genie animation. I created my own version, where only their pants have different colours. The .rar includes the no legs animations as well for the dao, marid, efreet.

genies_preview.jpg

Miloch: In DLTCEP you don't have to change the entire palette based on the formulas it gives you, you specify the interval (right above the "scale colours" button).

Attached File  Genies.rar   7.2MB   584 downloads

-Galactygon

Edited by Galactygon, 15 July 2010 - 06:52 AM.

Posted Image

#44 Miloch

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Posted 15 July 2010 - 07:49 AM

Bump. I wasn't happy with the paletted genie animations of IA, they do not fit with the existing genie animation. I created my own version, where only their pants have different colours.

They weren't supposed to match the existing "djinni" animation - their skin colours are supposed to be different as per PnP.

Djinni and efreeti:
Posted Image
Marid and dao:
Posted Image
From 3.5 art unfortunately, but close enough to 2nd edition I suppose.

If you want, we can add your versions as new slots, but it'd be easier if Erephine or someone just made the djinni animation paletted, at least for the turban and pants like on your versions, then you could set those to any colour you want. Even better, someone could port the NWN efreeti, marid, etc., as they are supposed to actually look physically different (though I'm not really happy with the NWN/3rd ed. versions either).

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#45 Lollorian

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Posted 02 November 2012 - 07:42 PM

The block in the TP2 from line 961-980 probably doesn't fire because every value of %nb% has its extension present :P (so no white abishais? :lol:)

A similar problem exists in lines 1285 and 2064 (which seems to have been reported before and is fixed by the BWPFixpack)

Attaching fixed file here :cheers:

PS: It also includes the fix for summoned skellies getting ghast anims thingie :D

Attached Files


Edited by Lollorian, 02 November 2012 - 11:55 PM.

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#46 Miloch

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Posted 05 November 2012 - 07:23 PM

Must've fixed this when it was first reported, but cheers, will check it again once I can access the development code.

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