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Apr 28 2013, 08:23 AM
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#1
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Contributor Posts: 93 Joined: 31-December 10 |
Hello everyone,
I'm requiring help about news discovery in matter of animation creation for IE games, and especially for BG series . Here could be discussed techniques and issues concerning bam editing/creation . First of all, this is one example of amazing possibility delivered by the works of infamous heroes of various modding community, adapted by me, in circumstance to Infinity Engine canvas, with Baldur'Gate like sprite : ![]() Then which help, infos , I need ? Well, could you please explain me : 1) How work the indexed palette system in I.E. ? 2) The limitations Engine about new sprites/animations integration ? 3) How to proceed to integrated new animation via modding pipeline (WeiDu & Co) Perspective : I'm looking also animator/modeler/modder than could, would be, give some tips about the original games creation assets (by eg vanilla model polygon structure ...), in the eventually of recreated some of them (cause they're "lost") with all this news animation possibility ... And of course, need help to spell/fx making, to adjust effect for this new sprites (I'know that some people are very skilled about this, around T.Y. . ![]() About : http://www.shsforums.net/topic/56182-true-...rs/#entry557587 Credit : Iavatar model by Mr. Lotboss PS : Because of a huge amount of .Gif/pictures in this Topic, I suggest you to switch the option board (in the bottom right) to "outline", for your navigation comfort/lag . Cheers . This post has been edited by salomonkane: May 5 2015, 08:10 PM -------------------- -In Progress-
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May 13 2013, 08:08 AM
Post
#2
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Contributor Posts: 93 Joined: 31-December 10 |
Computer Graphic knowledge and Infinity Engine,
Batch conversion Various issues & questions : Here I need some clarifications/help to try to automate the process of conversion of 3d models in Bam (Black Isle animations) (*) : I ) Specific issues : a ) Could you tell me the proper measures for the BG isometric perspective ?, or how do you comply with the BG perspective ? b ) How the light is it managed by the engine, or how designers have they implemented the effects of light, ditto for the shadows (night & day cycle) ?, c ) Do you know if cloaks/clothes have flowing clothes effects in IE, if not , do you think it could be useful or necessary cosmetic add-on ? d) Moreover, if we compare the models of NWN and BG, and if one identifies their differences, I note that the hands, fingers from BG characters are articulated those NWN not, it would be appropriate to make them ? e) I personally would very much like new actions / animations (combo. ?) in the game, such as an active shield action to defend and protect, Otherwise I imagine very well the myriad of news possible interactions : Related to Romances (even if it's not my cup of tea) or Friendship, in City/ Area characters IA, Scenery Interaction in Quest Mod, in new Profession, New &/or Custom PC/NPCs/Creature/Gears/Equipment/Mounts/Means of Travels etc., etc., that we may now associate. And for you which potential in terms of innovation that could bring new animations in the actual game ? II) General aspects : 1) Someone would have to share : Presets/Scripts/3ds (3d Soft)/NWN/BG/Games/Pipeline to facilitate conversions ? 2) For those who mastered the "BAMisation" process , what advice would you give to properly realize the creation of sprites in IE ? 3) For those who mastered the engine limits that are immediate issues do you see in this type of project ? T.Y. Illustrations : Hand/Fingers : Sarevok vs Kick-Ass NWN Doom Knight Dark Sun Gladiator Sarevok like custom Sprite ![]() ![]() NWN Model have not animated fingers ... yet ... ? Flowing Clothes/Cloak : One of panoply of Daggerdale fighter, in original combo. action style ![]() Add flowing clothes effects or not, and how to do it simply, that's is a question ... ? (*) : Acronym : BioWare Animation Medium About : http://www.geocities.ws/daeth1/BAM.htm This post has been edited by salomonkane: May 19 2013, 12:01 PM -------------------- -In Progress-
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salomonkane Pipeline, Animation, I.E. C.G., cooking . Apr 28 2013, 08:23 AM
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Hello,
I want to thank all the authors... May 9 2013, 07:20 PM
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salomonkane RE: Pipeline, Animation, I.E. C.G., cooking . May 30 2015, 12:02 PM
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salomonkane Interlude ... :
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salomonkane I.E. "Bamisation" Cooking
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salomonkane Interlude
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