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> Exceptions in BG2 to BG1 BAM conversion?
Baronius
post Jul 12 2005, 01:52 AM
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I am not a specialist in this, I just know that BG1 bams are decompressed, and thus if I want an animation from BG2, I have to decompress it. Near Infinity has been excellent for this so far, I just click Export, choose Decompressed, and specify my BG1 Override path.

However, with BG2's IPLAT04 and IPLAT23.BAM, there is a problem. It doesn't cause a crash in the game, but it is displayed in the inventory as a colourful pixel monstrousity, only its shape can be seen. If I lift it in the inventory, the armour loses its shape as well, becomes a rectangle, 'filled' with the same pixel mess. (By the way, CPLAT23 is okay.) Both are full plate mails. Perhaps some problem with the palette?

Any ideas?


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Avenger_teambg
post Jul 30 2005, 10:52 AM
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Another thing that might go wrong is that the transparent color is not set to 0.
BG2 can render only bams (in hardware mode) which got the transparent color at 0. position in the palette.
If this is the case, you can check/fix the bams in dltcep.
1. Load the bam.
2. check if the 'transparent index' in the bottom section of the screen is nonzero.
3. if it is non zero, click on 'order palette' and resave.


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Baronius   Exceptions in BG2 to BG1 BAM conversion?   Jul 12 2005, 01:52 AM
jastey   NULL   Jul 12 2005, 07:09 AM
Sir-Kill   NULL   Jul 13 2005, 03:35 PM
Baronius   NULL   Jul 13 2005, 03:51 PM
Avenger_teambg   NULL   Jul 23 2005, 07:12 PM
Avenger_teambg   NULL   Jul 30 2005, 10:52 AM


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