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> Reconstructing the "Water Weird" Animation for BG2
Jarl
post Aug 11 2006, 06:08 PM
Post #1





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Posts: 11
Joined: 12-June 06
From: Germany, Lower Saxony




Hello,

(i hope the following stuff is not already known...)

while making experiments with IE-modding i found out how to reconstruct the Water Weird animation, which is used in IWD1 HoW.
The BAM animation files already exist in BG2-engine, but the accessory entry in animate.ids is missing.

To solve this problem start NearInfinity and add the line

0xEF10 IC_WATER_WEIRD

at the bottom of animate.ids. That's all; now you can choose the Water Weird animation in the "animation ID" field of any CRE-File. wink.gif



OPTIONAL
If you want to add a special soundset to your water weird creature, you can do it the normal way by adding new strings and putting them into the Soundplots of CRE-File.
Another possibility for this:
add the following entry

0xEF10 MWWE CGAMEANIMATIONTYPE_WATER_WEIRD

to the anisnd.ids and then copy one of the sound 2DA files like MDR1.2DA,
name it to MWWE.2DA and change the specific entries.
Now all WaterWeird-creatures use the sounds of MWWE.2DA


greetings
Jarl

PS: Sorry, my English teacher wasn't really satisfied with my interpretation of englisch language sad.gif
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Sir-Kill
post Aug 12 2006, 06:49 PM
Post #2


consiglieri
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Member of Graphics Dept.
Posts: 2343
Joined: 13-August 04
From: Michigan, U.S.A.




well it was not known to me and when I get mack in to animations might prove usefull smile.gif
thanks


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