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[BAM] Definition : Animations BGI MONSTER LONG and BGI SIMPLE MONSTER


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#1 Gwendolyne

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Posted 26 August 2012 - 07:09 AM

I desesperatly need the exact definition of a few animation formats, those with 8 directions (S, S-W, W, N-W, N, N-E, E, S-E).

BGI MONSTER LONG : 16 Directions unmirrored (10 + 6E)

Definition given by IESPD and/or Infinity Animations :

G1 G1E // 16 Seq.
G2 G2E // 80 Seq.
G3 G3E // 48 Seq.


But it seems that they use not 16, but only 8 directions, each one doubled. But as the only ones I was able to study were splitted, it is very difficult to understand them.
As far as I can see, there are only 4 unsplitted animations :

Ankheg (MAKHxxx + MAKHDxxx) : special.
G1 G1E // 32 seq.
G2 G2E // 24 seq.
G3 G3E // 16 seq.

Carrion Crawler (MCARxxx) and Small Wyvern (MWYVxxx)
G1 G1E // 16 seq.
G2 G2E // 80 seq.
G3 G3E // 48 Seq.

G1 : Walk

G2 :
Seq. 0-9 : SD ?
Seq. 16-25 : ??
Seq. 32-41 : ??
Seq. 48-57 : Sleep and Die
Seq. 64-73 : Dead

G3 : Attacks ?
Seq. 0-9 : ??
Seq. 16-25 : ??
Seq. 32-41 : ??


Ogre (MOGRxxx)

G1 G1E // 24 seq.
G2 G2E // 16 seq.
G3 G3E // 32 seq

G1 :
Seq. 0-7 : SD ?
Seq. 8-15 : SD or SC?
Seq. 16-23 : walk

G2 :
Seq. 0-7 : Attack
Seq. 8-15 : Attack 2

G3 :
Seq. 0-7 : SC ou SP ?
Seq. 8-15 : GH
Seq. 16-23 : Sleep and Die
Seq. 24-31 : Dead


What a f.... mess ! (in French : "Quel foutu bordel !"). Why those three bam files have not the same number of sequences ?


BGI SIMPLE MONSTER : 8 Directions unmirrored (5 + 3E)

Definition given by IESPD and/or Infinity Animations :

G1 G1E // 48 Seq.
G2 G2E // 24 Seq.
Same as the caster animations, but has extra attack animations instead of casting ones.



As far as I can see :

G1 :
Seq. 0-4 : Walk.
Seq. 8-12 : SD or SC ??
Seq. 16-20 : SC ?
Seq. 24-28 : GH ?
Seq. 32-36 : SL and Die.
Seq. 40-44 : Dead.

G2 :
Seq. 0-4 : Attack 1
Seq. 8-12 : Attack 2
Seq. 16-20 : ??


It is the same as the BGI MONSTER LONG format : some G2 bams have only 16 sequences...

Can anybody give me the exact definition of the sequences of those two formats ?
In fact, I want to convert either creatures who just fight and creatures who fight and cast spells.

Thanks.

Edited by Gwendolyne, 26 August 2012 - 07:55 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#2 Miloch

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Posted 27 August 2012 - 02:24 AM

You may need to tap Erephine if that info isn't in the technical notes, reference picker etc. She may not be reading this forum much as I think she is focusing on 1PP. The only sequence details I have are for the generic BG2 unsplit format, as in this post.

===BGII (9 directions each):

###G1.BAM

WALK
SC
SD
GH
DE
TW
SL
GU

###G2.BAM

A1
A2
A3
A4 RANGED 1
A5 RANGED 2
CA
RELEASE

I had a bit more details in my own notes but they aren't currently accessible. No doubt Erephine's notes are more detailed.

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
================================================================
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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


#3 Gwendolyne

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Posted 27 August 2012 - 03:37 AM

Thanks, Miloch. In a way, you have responded to another question I intended to ask later : the differences between the BG2 split and unsplit formats, excepted that in the unsplit format, all sequences are in one file rather than distributed !
It seems that in the unsplit format, you can provide different animations for Sleep and Die actions, which could be great for my Unicorns and Horses.

A few months ago, I also found a lot of inspiration and advice to port Oblivion animations in the Porting animations from other games thread.


BTW, I had forgotten Erephine was back ! I will send her a PM and ask for her cooperation.

Thanks again.

Edited by Gwendolyne, 27 August 2012 - 03:40 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#4 Gwendolyne

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Posted 25 November 2012 - 08:52 AM

Cool, I have succeded in creating BGI MONSTER LONG splitted and BGI SIMPLE MONSTERS animations !

Btw, I still have one detail to fix.

The xxxxG2-E files (BGI Simple monster) contains 3 attacks (Slash, Backslash and Jab). How does the engine handle with them ?

I mean when I tested them, it seemed that only the A1 and A3 sequences where played.
Maybe it depends on the type of weapon the creature is equipped with (fields Melee animations, Overhand, Backhand, Thrust) ?

Furthermore, if I want to use a a range weapon, is it possible to use the BGI Simple Monster format ? Anf if yes, which sequences must I use for that (0-8, 9-15 or 16-23 ?).

Thanks.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#5 Miloch

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Posted 12 December 2012 - 11:44 AM

I am not sure the details of the format, perhaps Erephine knows more or maybe you have figured out more in the meantime.

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