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> Updated BG2 animations, Ooh. Sexy.
devSin
post Mar 22 2005, 09:42 AM
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I posted this over at Forgotten Wars, but it's probably better here:

Nice, but this begs the question: why don't you simply make up your own? I guess there's not much wrong with using existing weapon animation slots, but I can feel the trouble brewing.

QUOTE
Adds casting animations for mummies, mindflayers, cornugons, glabrezu, tattered skeleton warriors, and yuan-ti spellcasters

Mummies: Nice.
Mind Flayers: I may be mistaken, but these look identical to the animations already included (the mind flayers have G25 and G26, and they appear valid to me).
Cornugon: This may be a problem with ToB on Mac OS X, or a problem with 3D, but the animation is too wide (whenever the wings are full-span, the cornugon starts floating around on the screen and parts of the interface get drawn around it).
Glabrezu: Nice.
Tattered Skeleton: Nice.
Yuan-Ti: Nice.

EDIT: I should mention that I tested each sequence for all of these, using CTRL+S and CTRL+A. I also checked weapon animations for various weapon styles (these shouldn't make a difference, since there are no weapon animations for these creatures). Everything (minus the cornugon) worked properly.

You also include the whole IC_LIZARD_CASTER1 animation set, but quite a few of these are unnecessary (they're identical to the animations already included in BG2).

I would have liked to see a refined wailing virgin (if such a thing exists; the one in BG2 doesn't have a death animation and has the shortened casting animation). Oh well.

This post has been edited by devSin: Mar 22 2005, 08:15 PM
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devSin
post Mar 22 2005, 08:05 PM
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Posts: 53
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The 4 character animation ID is hardcoded and cannot be changed. The sequence IDs are required (while you can use different sequence IDs, the game will simply ignore them). As far as I know, the game doesn't care one way or the other what the weapon ID is. So, instead of ANIMIDwSEQID.BAM (where "w" is an existing weapon animation ID), you use some previously unassigned letter for "w."

This has two benefits: you get a lot more possibilities, and there is no chance of conflict. You can create special items with the animation ID name (or some easy-to-identify name), and then you can just set the weapon animation ID to the new value. So you could have something like MSALZA1.BAM, and then a weapon with the animation ID (inventory icon in NI, I think) set to Zx (where "x" is some other alphanumeric character that is ignored for IwD-style animations).

All that said: I don't think I ever actually tried this for Icewind Dale animations. I know for a fact that it works for new BG2-style animations, however, and I can't see why the older style would be any different.

QUOTE
That could make it when I release V2. :)
Perhaps. But I can't wait that long (I hope to actually be playing the game fairly soon). Oh well.
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Posts in this topic
devSin   Updated BG2 animations   Mar 22 2005, 09:42 AM
Galactygon   NULL   Mar 22 2005, 04:20 PM
SimDing0   NULL   Mar 22 2005, 06:12 PM
devSin   NULL   Mar 22 2005, 08:05 PM
Chevar   NULL   Mar 22 2005, 11:22 PM
devSin   NULL   Mar 22 2005, 11:31 PM
Galactygon   NULL   Mar 22 2005, 11:52 PM
Nerik   NULL   May 1 2005, 10:20 PM
Galactygon   NULL   May 1 2005, 10:41 PM
T.G.Maestro   NULL   May 26 2005, 08:25 AM


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