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> Animation Conversion, Also map tile info
Chevar
post Apr 2 2005, 05:44 AM
Post #1


The oak's first root


Retired team member
Posts: 297
Joined: 24-August 04




We currently have a list of nearly fourty creature animations that are currently being converted from varied sources for use in bg2. For a sneak peak, please follow the link below.

http://www.blackwyrmlair.net/~chevar/converts/anims.html

This post has been edited by Chevar: Apr 3 2005, 04:19 PM
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Chevar
post Apr 2 2005, 05:16 PM
Post #2


The oak's first root


Retired team member
Posts: 297
Joined: 24-August 04




QUOTE(igi @ Apr 2 2005, 11:38 AM)
Nice.
These are all fully ported, and working?
Do they overwrite current animations - if so, are there plans to convert them so they dont?
Will they be released as a separate pack - if so, will it happen soon?

Okay, where to start.. These are all in progress. They walking animations are are all completed. (I'll be centering the last 10 walking animations later today)

The "get hit" animations have completed the staging phaze of production, which means I just have to build the animated gifs, change the transparency palette, then generate and center the bams.

Then I move onto the next action set. The projected timeline is about 4 months until completion. That's a high-end estimate.

Currently they are being constructed as "independant animations". They have no socket assignment. The animation slot assignment I hope to coordinate with Galactygon.

From the moment the WTP started we were planning on using Gal's creature animation packs. We've been waiting quietly for the release of his mod. Now that it's out there, and a reality, It's time for the WTP to rise to the occasion.

I first heard about Galactygon's project about a month before the WTP was founded. At that time I had discussed converting animations from other games with him. The current animations under conversion are mostly from Diablo 2, however 4 are from Diablo1, and 5 are actually from Ultima Online. We also have some others on our wish list, but those will be handled by others in the group.

--------------------------------------------------

I enjoy modding for Infinity Engine games. I enjoy the freedom, and versatility of the game engine, however I feel that as a "comminuty" we are lacking. I tend to be a bit of an idealist, and the most unified/cooperative modding community I have seen is the Diablo 2 Modding community. I was very impressed by the amount of sharing of information and resources within their community.

Honestly, after seeing that they have sites dedicated to making new maps, sounds, animations etc' available to everyone I found myself feeling rather envious. It frustrated me that the IE modding community SHOULD be like that.

---------------------------------------------------

The primary goal of the WTP is to try and help the IE modding community as a whole. We plan on eventually making a complete modding framework which will allow more freedom and flexibilty to mod makers.

I have about 800 meg worth of "mega-tiles" for map making which have been generated, and will be available within the next few months (with instructions) as part of the WTP map-share program. All we will ask is that copies of some of the maps made with these tiles are donated to the WTP.

Dragon_Lord, of the WTP, currently hosts the most expansive portrait site available to the IE modding community. (I'll let DL plug his site himself).

Now that the bestial animation packs are a reality, I'm proceeding with most of our planned animation conversions. Upon completion the majority of these animations will be made available to the modding community.

We also have several work-share programs, for people desiring to make mods. To provide an example. we had a item graphics repository of over 1000 images. Anyone wishing to make item packs can approach us with a high volume request, and will be provided with the BAMs they need, under the condition they share their work with the WTP - which ultimately means agreeing to allow the WTP to incorporate their item pack into our project, and crediting us with assisting.

--------------------------------------------

I hope that convered your questions, and more.

--------------

Edit;

Sorry, the two winged women anims ahve not actually entered the conversion process yet, due to an initial problem with the color palette, which has now been corrected. There are aslo two or three additional anims which are under consideration.

This post has been edited by Chevar: Apr 2 2005, 06:04 PM
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Chevar   Animation Conversion   Apr 2 2005, 05:44 AM
igi   NULL   Apr 2 2005, 11:38 AM
Chevar   NULL   Apr 2 2005, 05:16 PM
igi   NULL   Apr 2 2005, 06:59 PM
Sir-Kill   NULL   Apr 2 2005, 10:47 PM
Awake   NULL   Apr 3 2005, 01:36 AM
igi   NULL   Apr 3 2005, 10:32 AM
Awake   NULL   Apr 3 2005, 11:01 AM
Sir-Kill   NULL   Apr 3 2005, 01:08 PM
dragon_lord   NULL   Apr 3 2005, 01:46 PM
Vlasák   NULL   Apr 3 2005, 01:47 PM
Sir-Kill   NULL   Apr 3 2005, 01:54 PM
Chevar   NULL   Apr 3 2005, 04:18 PM
Vlasák   NULL   Apr 3 2005, 04:57 PM
Rabain   NULL   Apr 3 2005, 06:27 PM
Chevar   NULL   Apr 3 2005, 08:03 PM
SimDing0   NULL   Apr 3 2005, 08:53 PM
Seifer   NULL   Apr 3 2005, 10:00 PM
Seifer   NULL   Apr 3 2005, 10:06 PM
Chevar   NULL   Apr 4 2005, 12:58 AM
Yacomo   NULL   Apr 5 2005, 10:05 AM
Chevar   NULL   Apr 5 2005, 12:54 PM
Yacomo   NULL   Apr 5 2005, 01:21 PM
Sir-Kill   NULL   Apr 5 2005, 02:04 PM
igi   NULL   Apr 5 2005, 05:14 PM
jastey   NULL   Apr 7 2005, 09:14 AM
Sir-Kill   NULL   Apr 7 2005, 02:16 PM
Sir-Kill   NULL   Apr 7 2005, 04:26 PM
Rabain   NULL   Apr 7 2005, 06:04 PM
igi   NULL   Apr 7 2005, 06:24 PM
Sir-Kill   NULL   Apr 7 2005, 06:46 PM
igi   NULL   Apr 7 2005, 08:01 PM
Sir-Kill   NULL   Apr 7 2005, 08:18 PM
Seifer   NULL   Apr 7 2005, 11:27 PM
Seifer   NULL   Apr 7 2005, 11:29 PM
Chevar   NULL   Apr 7 2005, 11:47 PM
Seifer   NULL   Apr 8 2005, 12:11 AM
Chevar   NULL   Apr 8 2005, 12:36 AM
Seifer   NULL   Apr 8 2005, 08:35 PM
Chevar   NULL   Apr 8 2005, 09:05 PM
Seifer   NULL   Apr 9 2005, 10:58 AM


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