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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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#2
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Contributor Posts: 93 Joined: 31-December 10 ![]() |
I.E. "Bamisation" Cooking
Case of Studies : Kain Character from Soul Reaver Saga Question of Graphics design & Mater of taste concerning Character Palettes Render, Engine Render issues & Solutions, Adaptations Hello, ![]() Preamble : So, as promise, by Popular Demand, I decide to share with you my (quite limited) knowledge concerning the implementation of new animations release in Infinity Engine . You need to know, that this subject concerning a lot of various transversal & complementary tasks : Like to be able to use/know/have/developed : dedicated modding & eventually professional software, a veritable sense of organization, some graphics knowledge/skills about drawing, colors theories & lighting/shading/render, notions of animation, a strong culture about I.E. Games & Mods, etc. etc., & may be the most important of them a lot of empiric tests in your dedicated pipeline inside your testing workflow . Manifesto : Dedicated to the old good times of IE Modding beginning, My goal in matter of Infinity Engine Modding it's articulated around three objectives : I have 3 prior Projects : 1 : Create a huge data base of animated Sprites/Scenery (*), this is Advanced I.E. Animation Project , 2 : Making an Adventure/Quest Mod in Kara Tur/Ninja World/Maps Background for the original Baldur's Gate Campaign, 3 : Build a Total AD&D Conversion Mod in a Dark Sun Campaign . (*) : (With extended A.I./Scripts/Custom Animations/VFXs) . All this Projects/Stuffs : should be in priority/exclusively devoted to Vanilla Baldur's Gate Saga, at destination to the olds fashion Mods Support like BGT aka Baldur's Gate Triology, for facilitated the perenity of all the earlier mods/modders works. That's it Folks, and now, by Modders For Modders !, I will try to explain how to integrated some news fellows in our favorite Game ! . Integration of a new Sprite in Baldur's Gate, Bamisation Process : Part (I) : About the good Usage of Modding Tools : I begin with this Picture : ![]() As you can see it's a render of Kain 3d Model in a sprite, render view from BamWorkshop 2 . To obtain this Sprite I have to do this tasks (*) : a) Export my animation in Animated Images Sequence, here .Gif, with/without some options : like resolution/anti-aliased, etc . b ) Run the .Gif in BamWorkShop 1 -> adjust the palette index to set Transparency & Shadow c) Export the Sequence in .Bam d) Run the Sequence in DLTCEP -> center & compress the frames e) Run the .Bam in BamWorkshop 2 -> to visualize the animation from various Previews . (*) : (in among : extract/calibrate the Model, add its texture, injected animations here : from Dungeons & Dragons: Daggerdale, add spring/physics effects, compose the lighting & coloring of the sprite, with my Pipeline : 3dsMax + Iclone & others tools to extract the model/& after : render this Gif concerning the Sprite Test itself to illustrate this Post) . To be continued ... ![]() This post has been edited by salomonkane: Mar 22 2016, 11:12 AM -------------------- -In Progress-
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