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#1
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![]() ![]() Mod Developer Posts: 1400 Joined: 19-April 05 ![]() |
Hi Galc,
I have recently finished porting almost all creature animations from IWD and several additional animations from IWD2 to BG2/ToB in NeJ2. It seems there are not so many, and many of them already exist in BG2/ToB but are not used. Anyway, I used my list of incomplete animation sequences and the table of animations compatibility of KD, and succeeded to fill in all the slots. Of course, I replaced some poor BG1/BG2 animations (such as zombies) with better ones from IWD/IWD2, but frankly speaking, they are not too many. However I had some problems with spellcasting sequence of several creatures. For example, red-head giants from IWD/IWD2 (MGIC) have an additional spell casting sequence (that is why the total number of BAMS is 26) but it seems they do not use these two spell casting BAMs in BG2/ToB. Galc, do you have an idea how to make them using these BAMs when casting spells? This post has been edited by Vlad: Dec 24 2006, 09:36 AM |
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#2
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Forum Member Posts: 53 Joined: 22-March 05 ![]() |
Does the sequence work if you put the lizard king in its own slot (MLI3; 0xE520 in Baldur's Gate II)? I'm pretty sure that copying all its animations over from Icewind Dale works (his short conjure and cast sequences run correctly), but I don't have access to Icewind Dale II, so I don't know if they changed the sequences or maybe gave him some other weapon sequences or something.
I can't remember which ones conflict (at least MLIC and MMIN, I think), but you might want to try a slot that isn't overloaded (the minotaurs and mind flayers use the same animation key, for instance, which might not work perfectly even in the default game). This post has been edited by devSin: Dec 26 2006, 10:24 PM |
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