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#61 Arkenor

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Posted 05 December 2009 - 03:09 PM

If there are any other non-standalone mods not listed at the top of this thread that add animations, please let me know, I'll take a look at them and update whatever documents need updating.

Well, I guess you might want to take a look at the latest versions of NEJ and TS, if you fancy downloading over half a gig :blink:. There are some creatures on Hoppy's results we haven't accounted for, some giants using beetle slots it looks like, but other than that, nothing really that unusual (myconids using myconid slots is not an issue, for example).


I've done Never Ending Journey 4.02 with 6.02 patch, and Tortured Souls 6.10a. So far as I know they're both the last versions to work properly with BGT, and are the versions BW uses.

Tortured Souls 7 involves an exe patch I think. Not sure if that would render it incompatible with IA straight off. The later versions of NEJ do add a few more animations that the one I examined, but I'm told that it is considered a standalone mod these days, so we probably don't need to worry about it.

I don't mind looking at them though. I'll grab Tortured Souls 7.04 first and see what's what. Looks like Vlad is saying that it doesn't work well with other megamods, but maybe IA can fix that.

Edited by Arkenor, 05 December 2009 - 03:12 PM.

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#62 Hoppy

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Posted 05 December 2009 - 03:23 PM

I don't mind looking at them though. I'll grab Tortured Souls 7.04 first and see what's what. Looks like Vlad is saying that it doesn't work well with other megamods, but maybe IA can fix that.


It doesn't and it will take more than creature animations to make that work with a bundle of the mods. Plus it is not wise to install with G3 fixpack because it is built off of Baldurdash WeiDU (look at my weidu in the attachment). For mods lile CtB , TDD and others here, it will be TS-BP to work with them and it can use a touch-up as well.
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#63 Arkenor

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Posted 05 December 2009 - 03:38 PM

Added Tortured Souls 7.04 details up top.
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#64 Erephine

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Posted 05 December 2009 - 03:40 PM

The readme only mentions that IWD and BG2 slots can coexist, as you've said, but doesn't give more details that I can see. In the case of MTAN, there *are* separate animations there - apparently one for the snakewoman/marilith type of tanar'ri and the other for the balrog/balor type. But 0x1100 is used for both, and I think likewise 0xe090 is too. Maybe it depends on the gender of the CRE in this case? It would make sense, since one is only a female demon and the other male, but I don't know if the engine makes that distinction when choosing the animation to display, but it seems possible.

Regarding the different (ToB/IWD) animations, I think we should restore the ToB animation to the 0x1100 slot (it's the IWD one in megamods, as noted) and patch all CREs assigned to 0xe090 to the new IWD address, assuming they both accomodate the male and female animations.


It uses either, depending on which slot you use. Take an animation of the unsplit BG2 type for example (not an accurate one, but whatever), let's say it used 0x1100

It links to the files MMING1.BAM and MMING2.BAM and is the Mind Flayer.

So 0x1100 = MMING1.BAM, MMING2.BAM

Now there is another entry for 0xE090 for an IWD animation using MMIN as a prefix and is a Minotaur animation. It would link to the files:

0xE090 = MMINA1.BAM, MMINA1E.BAM, MMINDE.BAM, MMINDEE.BAM, MMINGH.BAM, MMINGHE.BAM, MMINGU.BAM, MMINGUE.BAM, MMINSC.BAM, MMINSCE.BAM, MMINSD.BAM, MMINSDE.BAM, MMINSL.BAM, MMINSLE.BAM, MMINTW.BAM, MMINTWE.BAM, MMINWK.BAM, MMINWKE.BAM

Copy all of these into one folder and marvel at the absence of an "overwrite file?" notification. That is, unless you try to use a paperdoll, which would be MMININV.BAM for either.

Edited by Erephine, 05 December 2009 - 03:41 PM.

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#65 Arkenor

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Posted 05 December 2009 - 04:09 PM

There are some creatures on Hoppy's results we haven't accounted for, some giants using beetle slots it looks like, but other than that, nothing really that unusual (myconids using myconid slots is not an issue, for example).


These guys?

giantfg Frost Giant 57904 CGAM ic_beetle_rhinoceros giant giant
giantfn Frost Giant 57904 CGAM ic_beetle_rhinoceros giant giant
giantfs Joril?s Bodyguard 57904 CGAM ic_beetle_rhinoceros giant giant

They're from Never Ending Journey 6.91, an addition since the BW compatible version I covered. As 6.91 only works with TS, we probably don't need to worry about it, though I suppose I'd better go through it anyway.
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#66 Arkenor

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Posted 05 December 2009 - 05:18 PM

OK, Never Ending Journey 6.91has been duly gone over. Document at the top is updated, as is the machine readable for Miloch at http://www.shsforums...p...3549&st=20#

Figured I might as well put the NEJ 6.91 necessary changes in the machine readable. Won't do any harm, might do some good, depending on what crazy mod combinations folks shoot for.
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#67 Miloch

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Posted 05 December 2009 - 05:18 PM

Take an animation of the unsplit BG2 type for example (not an accurate one, but whatever)

Ok, but can you give specifics for these particular slots? I'm trying to understand what I need to do from a megamod patching perpective.

MTAN does seem to be at two different addresses (0x1100 and 0xe090) but the CRE files do not appear to distinguish between the two animations when selecting one, which is why I suspected maybe the engine uses Gender instead, I dunno. If not though, don't we need 2 separate new addresses for the MARILITH_IWD, which should also have Balor animations?

Now that I look at it, I see MLIC is linked to 0x7f0d for the regular LICH and 0xe060 for IC_LICH (LICH_IWD). Which is which? Will those creatures currently linked to 0xe060 show as a "drider" on BWP installed and the 0x7f0d as liches (or vice versa, or neither)? Can we just overwrite BP's driders in that slot with the IWD liches? (Assuming we patch any affected CREs, if there are any.)

They're from Never Ending Journey 6.91, an addition since the BW compatible version I covered. As 6.91 only works with TS, we probably don't need to worry about it, though I suppose I'd better go through it anyway.

Well we could just say if their mods don't care about compatibility with others, we don't have to worry about it with theirs. But we're nice folks (or not-so-nice orcs in some cases, but whatever...). Anyway, erebusant at least has run 6.91 on a megamod install successfully, so just because they say "it's not compatible" doesn't mean it isn't. Really, none of these mods are really that compatible even in the so-called compatible versions - look at the slot conflicts.

It is not tough to tweak that mod-tool Hoppy ran to run an a mod CRE folder (or folders) rather than the ~override~. But there are probably only a few more CREs, so it might be quicker to look at them manually.

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#68 Erephine

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Posted 05 December 2009 - 05:32 PM

Take an animation of the unsplit BG2 type for example (not an accurate one, but whatever)

Ok, but can you give specifics for these particular slots? I'm trying to understand what I need to do from a megamod patching perpective.

MTAN does seem to be at two different addresses (0x1100 and 0xe090) but the CRE files do not appear to distinguish between the two animations when selecting one, which is why I suspected maybe the engine uses Gender instead, I dunno. If not though, don't we need 2 separate new addresses for the MARILITH_IWD, which should also have Balor animations?

Now that I look at it, I see MLIC is linked to 0x7f0d for the regular LICH and 0xe060 for IC_LICH (LICH_IWD). Which is which?


I'm not sure I understand your confusion? The IWD lich is, as the name suggests, the IWD lich, while the regular lich is the BGII animation?

And of course the .cre files distinguish between the two. Any creature set to 0x1100 will display the BGI demon, while any creature set to 0xe090 will display the Merilith. Why on earth would we need two new addresses for the Merilith? There's only one new animation, the red Merilith from IWD.

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#69 Arkenor

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Posted 05 December 2009 - 05:50 PM

It is not tough to tweak that mod-tool Hoppy ran to run an a mod CRE folder (or folders) rather than the ~override~. But there are probably only a few more CREs, so it might be quicker to look at them manually.


Had to go through the older files in 6.91 as well as the additions, in case they'ed been changed. (Only one had) After 3 days of going through mods, I see CRE files when I close my eyes. Still, I'm happier doing things manually. Not every anomaly can be picked up by a routine.

Edited by Arkenor, 05 December 2009 - 05:52 PM.

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#70 Miloch

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Posted 05 December 2009 - 05:50 PM

I'm not sure I understand your confusion? The IWD lich is, as the name suggests, the IWD lich, while the regular lich is the BGII animation?

The drider (or yeti or whatever) is currently occupying the IWD-type series of the MLIC slot on a megamod install. I am assuming (now) copying over the IWD-style lich BAMs to those same series will resolve that, a point on which I was not (still am not entirely) clear.

And of course the .cre files distinguish between the two. Any creature set to 0x1100 will display the BGI demon, while any creature set to 0xe090 will display the Merilith.

It did not seem to be the case for the CREs I looked at (some creatures *called* Marilith are set to 0x1100 tanar'ri, and perhaps vice-versa for Balors) but I'll check again.

Why on earth would we need two new addresses for the Merilith? There's only one new animation, the red Merilith from IWD.

I was under the impression the MTAN series on IWD would entail the Balors just as it does on BG2, but I suppose it does not support BG2-style series unlike BG2 supporting IWD series. I've been doing mainly data crunching and coding for this, not a whole lot of animation analysis (though I've done a fair amount of that but don't have time to look at every single one). Also, the IWD games do not have anisnd.ids files, so it's kind of hard to know what's in all their BAM slots unless there's another reference somewhere (apart from the BG2 anisnd.ids).

@Arkenor: great, but can you give me just the new additions for TS, NEJ691, and anything else you did past the scarecrow from RPGKit, because I've processed everything else already. Cheers.

Edited by Miloch, 05 December 2009 - 05:54 PM.

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#71 Arkenor

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Posted 05 December 2009 - 05:55 PM

@Arkenor: great, but can you give me just the new additions for TS, NEJ691, and anything else you did past the scarecrow from RPGKit, because I've processed everything else already. Cheers.


KIOTSI.CRE 0x502f µBV
VAMPSOUL.CRE 0x526a µBT
YETICHE2.CRE 0x528b µDA
GOBLINSP.CRE 0x5252 µAV
ICGOB04.CRE 0x5252 µAV
TUPUNGCS.CRE 0x5252 µAV
GORG.CRE 0x502b µBR
JORIL.CRE 0x502b µBR
GIANTFS.CRE 0x502b µBR
GIANTFN.CRE 0x502b µBR
GIANTFG.CRE 0x502b µBR
GIAEARTH.CRE 0x504b µCX
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#72 Erephine

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Posted 05 December 2009 - 07:04 PM

I'm not sure I understand your confusion? The IWD lich is, as the name suggests, the IWD lich, while the regular lich is the BGII animation?

The drider (or yeti or whatever) is currently occupying the IWD-type series of the MLIC slot on a megamod install. I am assuming (now) copying over the IWD-style lich BAMs to those same series will resolve that, a point on which I was not (still am not entirely) clear.


No, you'd have to delete the drider files first. They use more animation files (weapon overlays, for one thing) that would still be there after copying the actual IWD lich files. And would end up looking weird on the lich :P

It did not seem to be the case for the CREs I looked at (some creatures *called* Marilith are set to 0x1100 tanar'ri, and perhaps vice-versa for Balors) but I'll check again.


Yes. That is because BGII's .cre animation references are not always optimal. Count the number of Glabrezu creatures set to use the Tanar'ri :) I think there was a mod patching the creatures to use the animations more in line with their names.

I was under the impression the MTAN series on IWD would entail the Balors just as it does on BG2, but I suppose it does not support BG2-style series unlike BG2 supporting IWD series. I've been doing mainly data crunching and coding for this, not a whole lot of animation analysis (though I've done a fair amount of that but don't have time to look at every single one). Also, the IWD games do not have anisnd.ids files, so it's kind of hard to know what's in all their BAM slots unless there's another reference somewhere (apart from the BG2 anisnd.ids).


Well, the point is it's not one MTAN series, but two. They're completely different and unconnected to each other (like the Minotaur and Mind Flayer), they just share the same prefix. IWD does support BGI animations (which this is), but as far as I remember it doesn't have a copy of the BGI Tanar'ri/demon animation.

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#73 Arkenor

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Posted 05 December 2009 - 07:58 PM

Were any of the animations here any good for our purposes? http://www.shsforums...m...&showcat=71
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#74 Erephine

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Posted 05 December 2009 - 08:16 PM

No, they're all ported to IWD slots I think.

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#75 Miloch

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Posted 05 December 2009 - 09:16 PM

Yes. That is because BGII's .cre animation references are not always optimal. Count the number of Glabrezu creatures set to use the Tanar'ri :) I think there was a mod patching the creatures to use the animations more in line with their names.

If there was (and there may well have been) it's been pretty much obliterated on your typical (BWP) megamod install due to all the slot conflicts, renaming, etc. But no worries - there is such a component now :). Because while going through the data I noticed and pseudocoded this exact issue for glabrezu - just have to double-check the tanar'ri (balors and mariliths).

No, they're all ported to IWD slots I think.

Ah, but we could really use the red and green abishai actually. In fact, I'd already recoloured (crudely, using DLTCEP's colour shift feature) the IWD white abishai, but I'd guess if PS:T already has animations they'd be better, assuming they can be sized proportional to the white abishai without looking too cruddy. I'd known PS:T had a black abishai (which we don't really need right now, but would be nice for modding eventually) but not the others. I was going to put it in the same subcomponent, because there are red and green abishai already in the game (modded, but even a red one unmodded I think) and they use the white abishai or tanar'ri or something similarly daft. How hard is it to fix the existing PS:T animations or re-port them? I know it's discussed in the pinned topic, but I'm not really an animation expert.

Edit: I'm attaching my recolours just for reference. I didn't bother reslotting them from the IWD white abishai or uploading them as actual content, and won't if the PS:T versions can be converted better.
Attached File  abishai_red_green.rar   6.15MB   243 downloads
Posted ImagePosted Image

Edited by Miloch, 05 December 2009 - 10:03 PM.

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#76 Erephine

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Posted 05 December 2009 - 10:03 PM

We could use something like that for other animations as well, actually.

Diversify the original game a little where it makes sense, like change some goblins to the green variants, etc.

Ah, but I could really use the red and green abishai actually. In fact, I'd already recoloured (crudely, using DLTCEP's colour shift feature) the IWD white abishai, but I'd guess if PS:T already has animations they'd be better, assuming they can be sized proportional to the white abishai without looking too cruddy. I'd known PS:T had a black abishai (which we don't really need right now, but would be nice for modding eventually) but not the others. I was going to put it in the same subcomponent, because there are red and green abishai already in the game (modded, but even a red one unmodded I think) and they use the white abishai or tanar'ri or something similarly daft. How hard is it to fix the existing PS:T animations or re-port them? I know it's discussed in the pinned topic, but I'm not really an animation expert.


It isn't hard per se, but a little time consuming if you want to do it properly. They have to be re-ported, the issue with their current IWD slots is that you lose a lot of the original animation in the process.

Anything else we need (with priority) right now? So far I have the Lady of Pain and these on the top of my list (and the IWD dragon, because I doubt anyone else will attempt it).

-edit: Yes, definitely better than that.

Edited by Erephine, 05 December 2009 - 10:07 PM.

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#77 Miloch

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Posted 05 December 2009 - 10:14 PM

We could use something like that for other animations as well, actually.

Well I've attached the actual animations and frame samples above. The only reason I called them "crude" recolours is because DLTCEP forces them to use *only* red and green (though different tones of those shades), a bit like "colourising" images in PSP or the like. Which I tried to do better with PSP/PS and BAM Batcher but didn't really end up with better results. So I think they look alright... they are extraplanar creatures after all. And, well, 'tis the yuletide season and all (heh... nevermind). I can slot them properly if you think they're alright for now. I don't mind if they're overwritten later with the PS:T animations, but I can see the possible ugliness if there's a different slot scheme (even in the *same* slot) later converted, as discussed above.

Anything else we need (with priority) right now? So far I have the Lady of Pain and these on the top of my list (and the IWD dragon, because I doubt anyone else will attempt it).

Just the Lady of Pain and the abishai that I know of. And uh, the bovine axe-murderer or hell cow or whatever <_<. There are an awful lot of demon-type CREs like nabassu and yochlol that don't have proper animations, but I don't know that they do elsewhere (they use the tanar'ri slot, like most other demon-types who don't have specific animations). The NWN Pit Fiend is good (assuming it looks good in-game) because there're quite a few of those.

Edit: I know you've converted the Pit Fiend already btw - just saying it's good to have for this (optional) component.

Edited by Miloch, 05 December 2009 - 10:17 PM.

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#78 Erephine

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Posted 05 December 2009 - 10:38 PM

Well I've attached the actual animations and frame samples above. The only reason I called them "crude" recolours is because DLTCEP forces them to use *only* red and green (though different tones of those shades), a bit like "colourising" images in PSP or the like. Which I tried to do better with PSP/PS and BAM Batcher but didn't really end up with better results. So I think they look alright... they are extraplanar creatures after all. And, well, 'tis the yuletide season and all (heh... nevermind). I can slot them properly if you think they're alright for now. I don't mind if they're overwritten later with the PS:T animations, but I can see the possible ugliness if there's a different slot scheme (even in the *same* slot) later converted, as discussed above.


No, I was talking about the Merilith/Glabrezu/Tanar'ri thing. :)

I think you can do hard recolours like that with an effect actually if memory serves right (set creature colour? something like that).

You can't add them where they'd be overwritten in any case as it's an IWD slot as well, where we'd be looking for a BGII one. Unless you want to port your recolours :/

Just the Lady of Pain and the abishai that I know of. And uh, the bovine axe-murderer or hell cow or whatever <_<. There are an awful lot of demon-type CREs like nabassu and yochlol that don't have proper animations, but I don't know that they do elsewhere (they use the tanar'ri slot, like most other demon-types who don't have specific animations). The NWN Pit Fiend is good (assuming it looks good in-game) because there're quite a few of those.


Can someone attach the cow thing, then? I don't fancy registering at BWL just to look at some cow :P

The pit fiend looks okay; there are a few kinks with some of WoRm's ports but I'm known to be nitpicky with things like that. I wouldn't just replace all pit fiends with it. Feel free to have a look at it yourself.

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#79 Miloch

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Posted 05 December 2009 - 11:05 PM

I think you can do hard recolours like that with an effect actually if memory serves right (set creature colour? something like that).

Aye, forgot about that... Rogue Rebalancing does it for some golems. Maybe it would work here, but I think it'd do something similar as what DLTCEP just does, which is make something all one basic colour, so the PS:T animations would probably be better. I could try it (applying that effect) I guess though I don't really fancy CLUAing a bunch of CREs with that effect applied into a game just to see if they look ok, if you think you can port the PS:T abishai. But it could work here, particularly since the base CREs are a neutral colour.

Can someone attach the cow thing, then? I don't fancy registering at BWL just to look at some cow.

Ah, but there is no other reason to do so... j/k here it is:
Attached File  s_bov.zip   1.23MB   267 downloads

The pit fiend looks okay; there are a few kinks with some of WoRm's ports but I'm known to be nitpicky with things like that. I wouldn't just replace all pit fiends with it. Feel free to have a look at it yourself.

Hmm well it would be an optional component like I said. Indeed, it could be its own subcomponent, as could everything else, but I'd like to avoid spamming the user with subcomponents for every separate animation if they can be logically grouped. There is, for reference, only one Pit Fiend in base BG2 on my spreadsheet (dempit01.cre) that I can see, and a handful of others (dempitr1.cre etc.) that appear to be cloned from it on a modded install. I was just going to include it with the component that says something like "Change some base CREs to new animations (see readme for more info)?" for now, but we could separate it either now or later... I don't particularly care. The code isn't the hard part but organising it can be... up to you for now.

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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


#80 Arkenor

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Posted 06 December 2009 - 02:36 AM

I think you can do hard recolours like that with an effect actually if memory serves right (set creature colour? something like that).



You can. I got some semi-decent looking Marid going by dying Djinn green with an inventory item. Was modified (I spent literally hours testing different shades of green)from a little resource called, I think, Colour Robes. You just dropped it into the creatures inventory, and it recoloured 'em. Nice and easy. Can't seem to find that anywhere on my computer or the internet now though. Think it was a Kensai Ryu job. If anyone still has a copy, I'd love to get my hands on it again, for old times sake.

Posted Image
A pic I found from one of my experimental runs. The one at the top is more or less what I ended up using for Marid. I expect something like that rather wretched attempt at an Efreet on the left might work for the Abishai, seeing as the white ones are practically greyscale already. (Though the PST Abishai just seem to look a lot better than the BG2 ones in the first place)

SimDing0 used the following method to recolour beholders via weidu which might be more Miloch's thing:

8) 52 // character colour 3
WRITE_LONG ("%effects_offset%" + 12) 1 // self
WRITE_LONG ("%effects_offset%" + 21) 3 // red
WRITE_LONG ("%effects_offset%" + 22) 3 // green
WRITE_LONG ("%effects_offset%" + 23) 3 // blue
WRITE_LONG ("%effects_offset%" + 24) 2 // major colour
WRITE_LONG ("%effects_offset%" + 28) 9 // permanent
WRITE_SHORT ("%effects_offset%" + 36) 100 // probability
COPY_EXISTING ~behhiv01.cre~ ~override~
~gorwom05.cre~ ~override~
~hlhive.cre~ ~override~
PATCH_IF SOURCE_SIZE > 0 BEGIN
READ_LONG 0x2c4 "effects_offset"
READ_LONG 0x2c8 "#effects"
READ_LONG 0x2bc "items_offset"
READ_LONG 0x2b8 "slots_offset"
INSERT_BYTES "%effects_offset%" 264
WRITE_LONG 0x2c8 ("%#effects%" + 1)
WRITE_LONG 0x2bc ("%items_offset%" + 264)
WRITE_LONG 0x2b8 ("%slots_offset%" + 264)
WRITE_LONG ("%effects_offset%" + 8) 52 // character colour 3
WRITE_LONG ("%effects_offset%" + 12) 1 // self
WRITE_LONG ("%effects_offset%" + 21) 0 // red
WRITE_LONG ("%effects_offset%" + 22) 0 // green
WRITE_LONG ("%effects_offset%" + 23) 5 // blue
WRITE_LONG ("%effects_offset%" + 24) 2 // major colour
WRITE_LONG ("%effects_offset%" + 28) 9 // permanent
WRITE_SHORT ("%effects_offset%" + 36) 100 // probability
END
COPY_EXISTING ~behund01.cre~ ~override~
~melsum03.cre~ ~override~
~rngbeh01.cre~ ~override~
PATCH_IF SOURCE_SIZE > 0 BEGIN
READ_LONG 0x2c4 "effects_offset"
READ_LONG 0x2c8 "#effects"
READ_LONG 0x2bc "items_offset"
READ_LONG 0x2b8 "slots_offset"
INSERT_BYTES "%effects_offset%" 264
WRITE_LONG 0x2c8 ("%#effects%" + 1)
WRITE_LONG 0x2bc ("%items_offset%" + 264)
WRITE_LONG 0x2b8 ("%slots_offset%" + 264)
WRITE_LONG ("%effects_offset%" + 8) 52 // character colour 3
WRITE_LONG ("%effects_offset%" + 12) 1 // self
WRITE_LONG ("%effects_offset%" + 21) 0 // red
WRITE_LONG ("%effects_offset%" + 22) 4 // green
WRITE_LONG ("%effects_offset%" + 23) 3 // blue
WRITE_LONG ("%effects_offset%" + 24) 2 // major colour
WRITE_LONG ("%effects_offset%" + 28) 9 // permanent
WRITE_SHORT ("%effects_offset%" + 36) 100 // probability
END
COPY_EXISTING ~behdir01.cre~ ~override~
~firmon03.cre~ ~override~
READ_LONG 0x2c4 "effects_offset"
READ_LONG 0x2c8 "#effects"
READ_LONG 0x2bc "items_offset"
READ_LONG 0x2b8 "slots_offset"
INSERT_BYTES "%effects_offset%" 264
WRITE_LONG 0x2c8 ("%#effects%" + 1)
WRITE_LONG 0x2bc ("%items_offset%" + 264)
WRITE_LONG 0x2b8 ("%slots_offset%" + 264)
WRITE_LONG ("%effects_offset%" + // Beholder visual distinction -- idea borrowed from Xyx COPY_EXISTING ~beheld01.cre~ ~override~ ~hellbeh1.cre~ ~override~ ~hellbeh2.cre~ ~override~ ~hlorb.cre~ ~override~ ~obsdem03.cre~ ~override~ ~udelder.cre~ ~override~ ~bheye.cre~ ~override~ ~unsee.cre~ ~override~ READ_LONG 0x2c4 "effects_offset" READ_LONG 0x2c8 "#effects" READ_LONG 0x2bc "items_offset" READ_LONG 0x2b8 "slots_offset" INSERT_BYTES "%effects_offset%" 264 WRITE_LONG 0x2c8 ("%#effects%" + 1) WRITE_LONG 0x2bc ("%items_offset%" + 264) WRITE_LONG 0x2b8 ("%slots_offset%" + 264) WRITE_LONG ("%effects_offset%" + <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 52 // character colour 3 WRITE_LONG ("%effects_offset%" + 12) 1 // self WRITE_LONG ("%effects_offset%" + 21) 3 // red WRITE_LONG ("%effects_offset%" + 22) 3 // green WRITE_LONG ("%effects_offset%" + 23) 3 // blue WRITE_LONG ("%effects_offset%" + 24) 2 // major colour WRITE_LONG ("%effects_offset%" + 28) 9 // permanent WRITE_SHORT ("%effects_offset%" + 36) 100 // probability COPY_EXISTING ~behhiv01.cre~ ~override~ ~gorwom05.cre~ ~override~ ~hlhive.cre~ ~override~ PATCH_IF SOURCE_SIZE > 0 BEGIN READ_LONG 0x2c4 "effects_offset" READ_LONG 0x2c8 "#effects" READ_LONG 0x2bc "items_offset" READ_LONG 0x2b8 "slots_offset" INSERT_BYTES "%effects_offset%" 264 WRITE_LONG 0x2c8 ("%#effects%" + 1) WRITE_LONG 0x2bc ("%items_offset%" + 264) WRITE_LONG 0x2b8 ("%slots_offset%" + 264) WRITE_LONG ("%effects_offset%" + <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 52 // character colour 3 WRITE_LONG ("%effects_offset%" + 12) 1 // self WRITE_LONG ("%effects_offset%" + 21) 0 // red WRITE_LONG ("%effects_offset%" + 22) 0 // green WRITE_LONG ("%effects_offset%" + 23) 5 // blue WRITE_LONG ("%effects_offset%" + 24) 2 // major colour WRITE_LONG ("%effects_offset%" + 28) 9 // permanent WRITE_SHORT ("%effects_offset%" + 36) 100 // probability END COPY_EXISTING ~behund01.cre~ ~override~ ~melsum03.cre~ ~override~ ~rngbeh01.cre~ ~override~ PATCH_IF SOURCE_SIZE > 0 BEGIN READ_LONG 0x2c4 "effects_offset" READ_LONG 0x2c8 "#effects" READ_LONG 0x2bc "items_offset" READ_LONG 0x2b8 "slots_offset" INSERT_BYTES "%effects_offset%" 264 WRITE_LONG 0x2c8 ("%#effects%" + 1) WRITE_LONG 0x2bc ("%items_offset%" + 264) WRITE_LONG 0x2b8 ("%slots_offset%" + 264) WRITE_LONG ("%effects_offset%" + <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 52 // character colour 3 WRITE_LONG ("%effects_offset%" + 12) 1 // self WRITE_LONG ("%effects_offset%" + 21) 0 // red WRITE_LONG ("%effects_offset%" + 22) 4 // green WRITE_LONG ("%effects_offset%" + 23) 3 // blue WRITE_LONG ("%effects_offset%" + 24) 2 // major colour WRITE_LONG ("%effects_offset%" + 28) 9 // permanent WRITE_SHORT ("%effects_offset%" + 36) 100 // probabilityENDCOPY_EXISTING ~behdir01.cre~ ~override~ ~firmon03.cre~ ~override~READ_LONG 0x2c4 "effects_offset"READ_LONG 0x2c8 "#effects"READ_LONG 0x2bc "items_offset"READ_LONG 0x2b8 "slots_offset"INSERT_BYTES "%effects_offset%" 264WRITE_LONG 0x2c8 ("%#effects%" + 1)WRITE_LONG 0x2bc ("%items_offset%" + 264)WRITE_LONG 0x2b8 ("%slots_offset%" + 264)WRITE_LONG ("%effects_offset%" + <img src='http://www.shsforums.net/public/style_emoticons/<#EMO_DIR#>/cool.gif' class='bbc_emoticon' alt='8)' /> 52 // character colour 3WRITE_LONG ("%effects_offset%" + 12) 1 // selfWRITE_LONG ("%effects_offset%" + 21) 2 // redWRITE_LONG ("%effects_offset%" + 22) 0 // greenWRITE_LONG ("%effects_offset%" + 23) 0 // blueWRITE_LONG ("%effects_offset%" + 24) 2 // major colourWRITE_LONG ("%effects_offset%" + 28) 9 // permanentWRITE_SHORT ("%effects_offset%" + 36) 100 // probability

Those smilies that it has annoyingly decided to insert into the codebox are 8 ) without the space inbetween.

Edited by Arkenor, 06 December 2009 - 05:10 PM.

Arkenor Oakshadow
Ark's Ark Whois
Meddling in the affairs of modders. Modding in the affairs of genie.