Jump to content


Photo

Request: BG1 Helmet Animations


  • Please log in to reply
11 replies to this topic

#1 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 11 May 2021 - 02:05 AM

Hello!

 

I am well aware of how unlikely to happen what I am requesting is but for the record I thought it was still the right thing to open a topic about what I believe would be a great addition to the current 1PP beautification attempt.

 

I am talking about importing as many BG1 helmet animation as possible into BG2 and make this part of component 208: Additional Helmet Animations (core). While looking at the various BG2 helmets, I couldn't help being reminded again about how ugly practically all of the BG2 Helmet Items look like (not surprising, the same can be said for most of the BG2 art including shields and armors). 

 

Unfortunately, unlike for other items and animations (armors, shields...) it seems 1PP didn't import any of the original BG1 Helmet Animations. I checked the BG1 animations codes using Near Infinity. They range from H0 to H6. BG2 with 1PP's component 208 has instead two sets: H0-H7 (with H7 crashing the game) and J0-JC. Some of them are duplicates: H0=J0, H1=J2, H3=J3, H4=J4, H5=J5 and H6=J7 and among the rest I didn't find a single BG1 Animation, although in one case (BG1 H4 animation) we get very close to it.

 

I have no idea how hard importing the original BG1 Helmet Animations would be or even if it is possible at all but I think it'd be great (especially having back BG1 animations H3 and H5).

 

We'll see if something is ever going to happen.  :cheers:


Edited by Salk, 11 May 2021 - 12:10 PM.


#2 Andrea C.

Andrea C.
  • Modder
  • 464 posts

Posted 11 May 2021 - 05:51 AM

Hey Salk,

 

I reckon you'd wanna be using them with BG2 sprites?

 

With BG1 sprites you can't not use them, as that's all that will ever display on them.



#3 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 11 May 2021 - 12:12 PM

Yes, if that was possible.

 

I'm not knowledgeable about how 1PP makes things work together but it is obvious that it can use some BG1 assets (shields) so I was just wondering if BG1 Helmets Animations could be imported too.



#4 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 11 May 2021 - 12:48 PM

If you have the two games, then you should be able to extract the files from one and copy them over to the other... just saying the obvious here.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 12 May 2021 - 06:54 AM

It may be obvious and simple but I have no idea where to look and how to proceed.

 

If someone is willing to help investigating and coming with suggestions towards this goal then I am more than happy to do the testing on my side.


Edited by Salk, 12 May 2021 - 06:55 AM.


#6 Gamemacik

Gamemacik
  • Member
  • 55 posts

Posted 12 May 2021 - 09:37 AM

I am now sure if you are familiared how BG displaying equipment works, at first i am not sure if it is so simple just copy files,

1. classic BG1 helmet are 12 framed animations

2. classic BG2 helmet are 14 framed, but there are also 12 framed helmets

3. if you try rename 12 framed helmet animations for 14 framed npc animations it will not display properly, moreover classic BG1 helmet animations are 8 directional unmirrored 5 +3E while BG2 are 9 directional mirrored (some of them) i guess BG2 already has BG1 helmets there, but they are compatible with classic BG1 npc animations, some of them are already there)

 

eg. from classic BG2 WPTH3A1.BAM is helmet animation for slash animation, the number of frames and of course position of helmet must match for specific npc type animation, eg. dwarfs are much smaller so they use different animation file

 

eg. classic BG2 playable characters are 9 directional mirrored animations 14 framed so from this is clear, 12 framed helmet animation wont work, unless you modify every single animation


Edited by Gamemacik, 12 May 2021 - 11:59 AM.

For modders:
Animation resources: NWN RED DRAGONTRWNDbl.pngDRAGONWHELP PACK+DRAGONBREATHTRWNDbl.png
For loosers: SPOILER ALERT! RCEuOoU.pngQeZVcUw.png


#7 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 12 May 2021 - 09:57 AM

Thanks for your explanation, Gamemacik.

 

I am not familiar at all about animations and how they work in the Infinity Engine and that's exactly why I was asking about it. From what I understand after reading your reply, it seems like porting BG1 Helmet Animations into BG2 is not trivial at all and requires much work. Perhaps that is why 1PP doesn't offer BG1 Helmet Animations. The job is totally beyond my capabilities so unless someone else volunteers I fear there won't ever be any BG1 Helmet Animations in BG2. A shame because the quality of the BG2 Helmets is generally atrocious and using BG1 helmets and animations would have remedied much.



#8 Andrea C.

Andrea C.
  • Modder
  • 464 posts

Posted 12 May 2021 - 12:19 PM

You could always use BG1 sprites instead, which look much better than BG2s and arent mirrored to boot ;)

#9 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 12 May 2021 - 01:08 PM

I guess you mean by using Infinity Animations? But doesn't the game crash if I dual wield using BG1 sprites, Andrea?


And can I still use the animation for BG2 animations for helmets and shields?



#10 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5155 posts

Posted 12 May 2021 - 07:54 PM

I guess you mean by using Infinity Animations? But doesn't the game crash if I dual wield using BG1 sprites, Andrea?

If you read the last reply from him in there, you'll see that they don't nessasarily crash the game ... if fixed to not crash, but to look a little odd, as in, not look like the user has 2 swords, but just one, while effectively still using 2.
 


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 Andrea C.

Andrea C.
  • Modder
  • 464 posts

Posted 12 May 2021 - 10:37 PM

And can I still use the animation for BG2 animations for helmets and shields?


BG1 sprites can only display BG1 helmets and shields; if you like the BG2 aesthetic, BG2 sprites are your only option.

 

As The Imp said, there's a fix for the dual-wielding crash if you're willing to accept a visual compromise. Insominator also sent me a fix for the mage robe issue, which I can share with you via PM if you decide to use BG1 sprites.



#12 Salk

Salk
  • Modder
  • 1419 posts

Donator

Posted 13 May 2021 - 08:58 PM

I think I will just continue using the BG2 sprites because I wouldn't want to lose variation in the game.

 

The BG2 art is way inferior to the BG1 art but on the other hand the BG2 items are meant for the BG2 icons so it's no good. 

 

The only good thing would be, as I requested, to have the BG1 Helmet Animations imported (and adapted?) into BG2.

 

If that won't ever be possible, I will just have to compromise. I don't like it, but it's the least bad option for me.