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[BAM] BUG while porting a BG II unsplit animation with I.A.


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#1 Gwendolyne

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Posted 02 January 2013 - 09:55 PM

I have a problem porting a BG II unsplit animation with Infinity Animations.

 

I tested it using the MMEL slot in a vanilla intall of ToB (+ official Bioware Patch) and it worked fine.

 

But when I ported it to I.A. (code µKB), the engine doesn't make any difference between the Sleep and the Die actions : the Die one is always played instead of the Sleep one.

 

And that's a big problem because I used that format for the only reason that it shares those two actions (+ Get Up) while others use the same action for Sleep and Die (Get Up = Die reversed)..

 

If anybody could explain me what is wrong...

 

http://www.mediafire...im/GWCh09G1.bam

 

 


Edited by Gwendolyne, 11 January 2013 - 01:03 AM.

CARPE DIEM ....
 

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


#2 Gwendolyne

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Posted 11 January 2013 - 01:12 AM

I rename this topic because it was not "a problem", but A BUG ! :crying:

 

I tried all the BG2 unsplit ext animations introduced by I.A. and the same bug occured : the engine does not make any differences between the Sleep and the Die actions, even if they are different in their ___G1.bam files.

 

So it seems the problem comes from the Core component of I.A. :crazy:


Edited by Gwendolyne, 11 January 2013 - 01:12 AM.

CARPE DIEM ....
 

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


#3 Gwendolyne

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Posted 17 January 2013 - 12:17 AM

No news, bad news... :whistling:

 

It seems I must get rid of about ten new animations if I can't port them.... :crying:

 

That(s the hard way if modding : spending days to create new stuffs that can't be shared...


CARPE DIEM ....
 

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


#4 Azazello

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Posted 17 January 2013 - 10:21 AM

Sorry! But don't get discourage--your efforts are well appreciated.



#5 Gwendolyne

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Posted 17 January 2013 - 01:28 PM

Quite hard not to be disappointed after spending 2 months to create a Sleep animation with Blender and not being able to use it ! :crazy:

 

 

btw, I will focus on the last animations I will port from Diablo II in my mod... They are much more easy to deal with...

 

 

Thanks for your support... :shifty:

 


CARPE DIEM ....
 

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


#6 Miloch

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Posted 21 January 2013 - 08:27 PM

I have never noticed this - the BG2 unsplit format is the standard we use for porting animations, so I'd assume someone would've noticed it - certainly Erephine. I suggest you PM her since she handled the .exe patch and I have no visibility of it. It could be she updated this in the latest version but I did not see it in any notes she provided.


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


#7 Gwendolyne

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Posted 21 January 2013 - 11:28 PM

Already done (13.01.11) !

 

But no answer...

 

I even tried to create a sleeping horse cre.file : it spawns on the map using  the TW animation, not the SL one !

 

I also wrote a script to cast a customized "Sleep" spell (no save and no MR) on the Frost Giants, my horses.... : the animation played is Die, not Sleep !

 

And I really don't understand why it works using the MMEL.slot...

 

I am getting insane...

 

You shoud try to Ctrl-Q a Frost Giant and test it...


Edited by Gwendolyne, 21 January 2013 - 11:52 PM.

CARPE DIEM ....
 

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


#8 Miloch

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Posted 22 January 2013 - 07:05 PM

Maybe someone else can test it in the meantime - I don't have IA installed at the moment and have too much going on right now to get to it right away. :( I hope Erephine decides to put in an appearance soon.


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


#9 Gwendolyne

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Posted 23 January 2013 - 03:57 PM

Maybe someone else can test it in the meantime - I don't have IA installed at the moment and have too much going on right now to get to it right away. :( I hope Erephine decides to put in an appearance soon.

 

I would really appreciate that someone might confirm (or not) that point !

 

Otherwise I will be obliged to get rid of my sleeping animations...

 

And it really sucks...  :crying:


CARPE DIEM ....
 

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