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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 About usage of Blur/Smooth Effect on the Pixel render Part (II) Artistic creative thoughts ... : Blur or not Blur that's the Question ... ? OK, here this is a In-Game render .Gif of our testing .Bams Sprite Character Actions : ![]() I try to give the more closely BG style aspect to the Character (not too smoothe, to preserve details & not too much pixelised to give a shiny aspect) . Shadow Configuration : As you can see here I give to the shadow a high opacity in my 3D render Workflow/Sprite (Iclone), in BG we have some options about shadow translucency, I can/must take care about it ... . Concerning Composition of this Test : I will to give for this In-Game Test the opportunity to mirroring my Sprite (fixed in the editing Area process in DLTCEP) & play a critter (here the Birds flying) animation on it in order to perceive the contrast/fluidity of the Sprites action sequences animations test, & of course to visualize/compare the Main Character vs Kain aspect, the water overlay animation is used in the same spirit : to give more means of evaluations/comparison/scenery/background . N.B : Test .Bam on line (see Attachments) , ![]() You can visualize this sequence from BamWorkshop I, II (with Background Preview), & from DLTCEP ( http://www.baldursgatemods.com/forums/inde...sa=view;down=69, http://www.gibberlings3.net/tools/dltcep.php ). FWI, I use this updated Version of BamWorkShop I : http://www.shsforums.net/topic/57564-bamworkshop/ This post has been edited by salomonkane: Sep 8 2015, 10:53 AM
Attached File(s)
-------------------- -In Progress-
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