![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() Forum Member Posts: 66 Joined: 14-January 05 From: Alicante, Spain ![]() |
Hey.
Not sure if I have to post it here. Some spanish friend asked me to post for him a question. He was to know how he can import IWD2 animations to a BG2 mod. Does anyone how how to? Thanks ![]() -------------------- |
|
|
![]()
Post
#2
|
|
Forum Member Posts: 141 Joined: 22-July 04 From: London, England ![]() |
There's lots of things on this.
Several steps 1) Extract the one's he's after using NI 2) Use the information here to pick an animation slot. 3) Use the information here to see how he should structure the BAM files. 4) Add the chose value from step 2 to the Animate IDS, drop the files in the override and make a CRE. Then you're set. Seif |
|
|
![]()
Post
#3
|
|
![]() Forum Member Posts: 66 Joined: 14-January 05 From: Alicante, Spain ![]() |
Ok. Thanks Steve, I dont really get the step 2, but I guess he'll manage
![]() -------------------- |
|
|
![]()
Post
#4
|
|
Forum Member Posts: 141 Joined: 22-July 04 From: London, England ![]() |
Well, the animate IDS is a file that reserves spaces for all the animations. The problem with the IE architecture is that it doesn't allow additional monsters to be added, only replaced. Some hacking by some dudes found tose additional hex values in step 2, that can be used whn adding new animations.
Chances are when the IWDII animation is extracted the BAM structures will already be in the right order. Your amigo would have to rename them with the right convention (check the tutorials for that) then he's away. Get him to email me if there's any problems. |
|
|
![]()
Post
#5
|
|
![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
|
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 29th August 2025 - 04:21 AM |