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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 ![]() |
2.5 D Model Pre-Rendering vs Infinity Engine Sprites Making/Conversion Process
3D Model Infinity Engine Sprite Palette Integration/Creation Works on the Indexed Palette/ Pre-rendered Sprites Production Pipeline, Tools About Resizing/Scales Sprites vs Pixellisation Tuning/Fixing Texture, Shadows, & others Customization Options/Issues fixed Indexed Palette via Batch Modification vs Hand Painting Palette Modification vs Mask/Filter Tool/Editor Feature Translucency & VVCs Effects, Shadow Translucency & GUI Shadow Options Effects vs Modding Conversions Limitations Path-finding, (Angle) Original Modified Sprites with Orientations Limitations & Infinity Engine Games Animations Slots Variants, Sprite in specific Map Render Integration Foot Circle Size Options & Adjustments vs Characters Modding Design/ .Bam Conversions/Integration Sprite Colors variety & others Texturing Tuning Option, Modified Sprite Characters Acting Animations Design vs Infinity Animations Canvas Case of Study : Scorpion/Fallout Tactics, Ignus/PST, Kain/LOK (LC GOL, DLC) Advanced I.E. Animation Modding Project Catalog Ok, then, after use of a lot of tricks, I'm able now to play with the FOT scorpion Model inside Infinity Engine : ![]() ![]() Here, Because of the complexity of the case, I had to make various tests/observations/results around the palette/textures/scaling/shadow modifications consequences on the final render ..., This, in the perspective of the best possible shadow shading results for I.E. integration & to avoid some issues (like pixels troncatures/liserais) & to have some nice shadow render, For the moment in this special case, we have the possibility to "simulate" a translucent shadows for the FOT scorpion, Maybe later we can to recompose a true indexed shadow with alpha channel (*) in some batch process (like layers mask) for all the frames without to do painting them by hand or others time consuming process . (*) : (& the possibility for the sprite to play with shadow/option translucency in game render) Various Big Sizes Scorpions, Characters/Shadow Opacity Simulation, Tests renders : ![]() Albinos/Glowing Scorpion Character Concept Design test (without shadow then) : ![]() ![]() ![]() Somebody Else (lol) : ![]() This post has been edited by salomonkane: Mar 22 2016, 09:03 PM -------------------- -In Progress-
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