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Anyone with any experience/help on Modding the Animation Files?

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#1 Reddbane

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Posted 03 November 2016 - 03:33 PM

About a week I started a thread asking about changing the equipment appearance on a character Avatar, and after a few rounds of questions and answers and engine experiments, I’ve come to the conclusion that I’m actually going to have mod the individual animation set, not anything major, just moving some already created animations around.

 

So now I need to ask, does anyone have any experience with how the animation sets (that in the ones you’re assigned in the beginning of the game, and can apply to your avatar in EEkeeper) in BGEE work, or know anyone?  I know specifically most classes-gender-race combos have a specific set applied to them, like a male human cleric uses the animation slot “0x6000 CLERIC_MALE_HUMAN” and that determines not only what the character looks like in on the field and in the inventory screen, but also what the character looks like when an item with a certain equipment script is applied (leather, chainmail, plate, mage robe 1, 2, 3, etc.)  The thing is that certain Animation slots do not change appearance when certain item scripts are applied, like a mage avatar’s appearance doesn’t change when equipping armor, and the cleric, fighter, and thief slots don’t change when equipping robes.  What would I have to mod/add/edit in the animation files so that, “mage robe 1, 2, or 3” does apply a change to the huma male cleric slot, like say changes it to the “chainmail” appearance?

 

For clearness sake, I will mention that I don’t want to simply change the robe itm files so that they apply the chainmail appearance, as several people already bright this; I don’t want to change the qualities of the robe items themselves, which would make it so the Mage avatars lose their fancy appearances.  I want to edit the actual animation slots, improve them if you will, so that they react to the mage robe scripts just as they react to armor scripts.

 

If anyone could offer any advice or point to people who do?  As there currently does not seem to be any tutorials on editing animation files that I can find similar to the ones provided on Infinity Engine coding.



#2 Sam.

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Posted 03 November 2016 - 05:02 PM

Have you taken a look at this?  Also see extanim.2da for a few details on specifying parameters of newly added animations.


"Ok, I've just about had my FILL of riddle asking, quest assigning, insult throwing, pun hurling, hostage taking, iron mongering, smart-arsed fools, freaks, and felons that continually test my will, mettle, strength, intelligence, and most of all, patience! If you've got a straight answer ANYWHERE in that bent little head of yours, I want to hear it pretty damn quick or I'm going to take a large blunt object roughly the size of Elminster AND his hat, and stuff it lengthwise into a crevice of your being so seldom seen that even the denizens of the nine hells themselves wouldn't touch it with a twenty-foot rusty halberd! Have I MADE myself perfectly CLEAR?!"

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#3 Reddbane

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Posted 05 November 2016 - 07:47 PM

Success!
 
Now I can finally play a Kensai or Fighter/Mage and not look like a naked goober!

 

d064fbbuwumy.png

 

And here is the inventory shot. Note I'm wearing no cloak, but still look cool. Also thanks to the advanced color choices in EEkeeper my character looks like he's wearing some nice threads, plus since I'm not using the chainmail code my character doesn't jingle as he walks.

sbkxloiz1tny.png

 

Strange these days we take for granted this level of customization in our games.


Edited by Reddbane, 05 November 2016 - 07:50 PM.






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