[GRAPHICS] IE Creature Recoloring/Editing
#1
Posted 31 March 2010 - 10:51 AM
I've seen something similar done in the Planar sphere mod where the Pain Elementals are palette swapped fire elementals.
Sorry if this is the wrong thread but I figured that if there was a resource available (tutorial, info, knowledgeable folks) I would find someone here to point me in the right direction.
Thank you.
#2
Posted 31 March 2010 - 12:49 PM
No, don't think so.I've seen something similar done in the Planar sphere mod where the Pain Elementals are palette swapped fire elementals.
ELEMENTAL_FIRE_PURPLE
Edited by Jarno Mikkola, 31 March 2010 - 01:14 PM.
Deactivated account. The user today is known as The Imp.
#3
Posted 31 March 2010 - 10:51 PM
You can do more advanced editing by extracting the BAM frames, with perhaps something like BAM Batcher. It doesn't handle creature animations well though - it will dissemble them but you'll have to put it back together (with BAM Workshop or the like) when you're done editing.
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
Posted 01 October 2010 - 11:35 AM
Thanks to all in advance.
#5
Posted 01 October 2010 - 10:01 PM
Roughly though from what I recall, it involves:
1) Export a frame from the creature's animation .bam with BAM Workshop as a bitmap
2) Open that bitmap with a graphics program (I use Paint Shop Pro)
3) Recolour the palette *without* increasing colour depth (i.e. maintain 256 colours in the same palette order)
4) Save that file as a new palette
5) Use BAM Batcher (link in my sig) to repalette the creature BAMs (exported from the game via DLTCEP, NI, WeiDU etc.). It's quite possible this option doesn't exist in the published version of BAM Batcher, so I'd have to update that too. The other option is to repalette each creature .bam with DLTCEP or the like, which can be really time-consuming.
If I forget about this, feel free to bump the topic. I'll try to look at it in a bit, but have a lot of irons in the fire right now.
Edit: incidentally, do you mean the IWD earth elemental or the BG2 one? IMO the IWD version is cooler, but it depends on the creature type you're going for. If you're making a golem, did you look at the IWD golem or other animations from Infinity Animations? Here are a few existing ones that might work (IWD earth elemental, IWD iron golem, fomorian):
If none of the current ones are suitable, a new one isn't a problem - it just needs to be assigned a slot in IA.
Edited by Miloch, 01 October 2010 - 10:19 PM.
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
#6
Posted 02 October 2010 - 08:30 AM
Thanks for helping Miloch.
#7
Posted 02 October 2010 - 09:10 PM
Heh, no - of course not. The whole point of the mod is to allow as many animations as people want to add.While the Infinity animations are impressive, none of the creatures really fits with what I have already envisioned. I hope that doesn't sound terribly selfish or offend the creators of the mod.
So by "minor" earth elemental, you mean the small one (e.g. measg11.bam)? The large one is in the meae*.bam series - this is also the animation that shambling mounds get, with a custom palette via meae_sh.bmp I believe. It would be very easy to desaturate either the default elemental or the shambler palette so it's greyish instead of brownish or greenish.
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
#8
Posted 03 October 2010 - 01:02 PM
Yes, I mean the small one, main reason being that it's the same size as human characters and should then fit through all of the entryways in the game. I'm looking to make the golem unique, so modifying the bitmap you spoke of wouldn't affect the other elementals, would it?
#9
Posted 04 October 2010 - 01:43 AM
It would affect shambling mounds, though you could test a tweaked palette that way fairly easily at least. Your animation would need to get assigned a new slot in Infinity Animations so it doesn't conflict with other animations.modifying the bitmap you spoke of wouldn't affect the other elementals, would it?
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
#10
Posted 04 October 2010 - 06:49 PM
Also, correct my logic here : If I extract the bams associated with this creature, measg11.bam and measg2.bam, and make the changes I want in BAMWorkshop, can they then be made into unique animations in Infinity animations?
If thats the case, then I've already begun editing the bam. I converted it to greyscale and I'm removing some of the rough spikes on the back of the elemental.
Thanks Miloch.
#11
Posted 04 October 2010 - 07:20 PM
Essentially, yes, but if you're editing the animations directly, you don't need to mess with that external palette, because they'll use their own palette from the BAMs.You mean that initially the palette change would affect shambling mounds, making it easy to test, but once it's implemented into Infinity animations, it would be unique?
Yes, and there are instructions for that. Once you get to that point, it's a fairly simple process. If you are editing them manually, make sure they use the *exact* same palette though - same colours, same order, everything. I think you can save the palette and then use "Load Palette" from DLTCEP or something. Like I said, BAM Batcher (at least the version I've been developing) can also do that en masse for a bunch of BAMs at once.Also, correct my logic here : If I extract the bams associated with this creature, measg11.bam and measg2.bam, and make the changes I want in BAMWorkshop, can they then be made into unique animations in Infinity animations?
Edited by Miloch, 04 October 2010 - 07:20 PM.
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
#12
Posted 04 October 2010 - 08:07 PM
#13
Posted 05 October 2010 - 05:37 AM
Each BAM uses the same palette, so it's not like you'll need to reapply it for every frame/sequence; however, you will need to apply the same palette to every meas*.bam. You can use whatever colours you want, as long as you stick to 256, or 254 because the first entry is transparent and the second one is the shadow. Also you need to keep roughly the same light/dark values as the original palette or it won't look good at all on the creature. The most painstaking part of what you're doing is that if you're changing the way it looks, you'll have to edit every single frame in every single sequence of every BAM for the creature. But if you've got the patience for that, more power to you.
Just a thought: you could also try the BAM Resizer to make the iron or adamantine golem animation smaller and see if that works for you. Might not be quite the look you're going for, but it's worth a look anyhow, and would be loads quicker than frame-by-frame editing.
Edit: also I would recolour it to blue tones first and then desaturate the palette slightly but not all the way - that might give you the look you're going for rather than editing every palette entry manually. Attaching a quick go of my own (original on left, edited on right). Might be a bit too blue or too light, but easy to tweak it.
Edited by Miloch, 05 October 2010 - 06:00 AM.
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
#14
Posted 05 October 2010 - 07:23 PM
The bam resizer idea is a good suggestion, only for another idea that I had, so thanks for that bit of knowledge. I'm familiar with working on sprite frames so I will continue to play around with the colors/edits that I want to see. It might not be worth it but I'll at least test the waters.
#15
Posted 05 October 2010 - 10:21 PM
It should be, but I didn't test it myself so I can't guarantee it works that way. You'll need to CLUA in something with the shambler animation, like CreateCreature("hgmound"). Or if you have something to summon a shambler, should work too.Is testing the new palette as simple as putting the new meae_sh.bmp in the override folder and summoning the monster?
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