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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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#2
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Contributor Posts: 93 Joined: 31-December 10 ![]() |
Black Isle & Bioware "Savoir-Faire"
Original Asset Tools & Making Off Rediscovering 2D Sprite Editing/Batch Process & Vfxs Works on the Indexed Palette & 3D Visuals Effects Pipeline Hello Everyone, I wish You one Happy & Creative New Year ! ![]() Original Custom Sprite Making Off : Actually (concerning this discussion), I'm very proud to have begin to understand & concretize 2 new important aspect/process in the I.E. re-making Sprite process : It's about 2D Graphics Editing, and Spells Effects/VFXs Making, I'm now able to reproduce/customize/remake some of this kind of assets, in the Black Isle/Bioware style (*) . This is some samples about : ![]() This custom animation about one of the original monsters assets looks maybe trivial, but to be able to scale correctly it and give some custom colors that correctly playing/rendering in Game (**) ... is not a simply affair : in the World of the Infinity Engine ... : ) Below, This various comparisons illustrated that's could be a good palette indexation, between original and custom sprite : ![]() ![]() Spell Sprite Customization : For the Spell Sprite Customization, like colors/editing, the process is quite different & a bit less difficult : ![]() And the result its, for my taste, quite beautiful ... . Spells/VFXs Creations : Some Captures from my In-Game Testing Workflow within 3D Vfxs/2D Sprite creations/tests : ![]() Some contrast difference behind monsters variants remain /BWS preview/In Game Render (here for the red one Skeleton, I try to give a cramoisi/crimson effect), but, concerning visual effects : Textures/Effects/Renders looks pretty similar/originals Icewind Dale .Bam Effect above, No ... ? ![]() VFXs render : Finally, Just one render of kind of Ball Of Fire/Flame Effect creation Test : ![]() See Ya, salomonkane . (*) : By discovering some archive/developers diary about & with use of some earlier tools dedicated about . (**) : Without commons Issues & with correct Shadows P.S. : @nicotine caffeine (I didn't forget your suggestion/request about M.K.), thanks a lot for the link concerning PST fan-made/originals/goodies creation assets, I will use it on the topic later ... . This post has been edited by salomonkane: Jan 20 2016, 10:04 PM -------------------- -In Progress-
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