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#1 Miloch

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Posted 15 December 2009 - 10:10 PM

It seems there's an extra fire giant slot at 0x7f3f (fire_giant_yaga_shura) that uses a repaletted version of MFIG (0x7f3e). Only the existing palette is hosed, producing a giant like the one on the right:
Posted Image
I modified the palette so it produces a redder MFIG giant instead, thus gaining a new variant without assigning a new slot. This would now produce four fire giant variants - the default, the redder version, the previously unslotted BG2 variant and the IWD fire giant.
Posted Image
I'd love to have a "canon" fire giant (coal black skin, flaming red or bright orange hair per the 2e MM) as well as female giants, but those are probably both well beyond my skill and patience.

If you think you can produce a better tweak of this palette (and I've no doubt you could) be my guest. Otherwise, I'll probably just include it with the base installer as it is only a ~2 byte file.
Attached File  mfigg1b.bmp   1.06K   349 downloads

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#2 Erephine

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Posted 16 December 2009 - 12:02 AM

Try to attack with him and you'll see why they never bothered to finish implementing content for it. :)

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#3 Miloch

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Posted 16 December 2009 - 12:59 AM

Hmph. Well is it fixable? I suspect not (easily) and we don't really need it, but it does strike me that Yaga-Shura should look at least *somewhat* different than the fire giant rabble (and while it is possible to give him one of the other two fire giant animations, his default portrait looks the most like the rabble).

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


#4 Erephine

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Posted 16 December 2009 - 03:17 AM

It is fixable, but you'd have to change the original game animation to use the same palette for its .BAMs.

There's a lot of oddness like this in there (ToB content mostly) that really makes you wonder.

The solar slots are another good example: They were supposed to be really nice looking with fake alpha transparency. This is why you (still) have the non-glow and glow variants in the game folders. The *idea* was to have the base animation display and then the glow on additive/translucent blending above it, which would have been neat.

Well, the game as we got it does render them like that, exactly (so both are used for the game animation), *except* that the glowing one is rendered exactly like the normal one, which means literally all you're seeing is the *glow* at full opacity. And hence why the solars (anti-solar esp.) look like a blurred blob from hell - you can see nothing *except* what was intended to be their additive diffuse glow.

I was going to try and fix these slightly, but that's low-priority right now.

Edited by Erephine, 18 December 2009 - 05:38 PM.

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