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Mar 22 2005, 09:42 AM
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#1
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Forum Member Posts: 53 Joined: 22-March 05 |
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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Mar 22 2005, 11:31 PM
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#2
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Forum Member Posts: 53 Joined: 22-March 05 |
As I said, I know as a fact that this works with new-style animations (so something like MSOLG1ZZ.BAM will work, as long as you equip an item with a weapon ID of 'ZZ'). I don't know about Baldur's Gate- or Icewind Dale-style animations (I have to believe that something like MLIZZA1.BAM would work fine, but I'm not really inclined to test it).
It's a shame that the Baldur's Gate II-style animations can't be used, as the number of available slots would increase exponentially. Oh well. It should also be noted somewhere that all the animations will inherit the sequence sounds of the parent animation (as determined by the <4 char animation ID>.2DA). So the sounds will all need to be manually assigned (corresponding to the various animation sequences) if the animations are used. EDIT: Now that I think about it, the sequence sounds likely only populate the base creature animations, so the new animations (filling out the weapon slots) wouldn't have any sounds at all. This post has been edited by devSin: Mar 22 2005, 11:56 PM |
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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
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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