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Apr 2 2005, 05:44 AM
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#1
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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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Apr 3 2005, 04:18 PM
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#2
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The oak's first root Retired team member Posts: 297 Joined: 24-August 04 |
Okay now.. As for areas and tiles. The tile collections we put up will eventually need documentation, which I've been tryint to make time to write up, and verify. until then..
Igi; The tiles we have up are actually generated using Diablo2 modding tools. they're not actually individual tiles, their pregenerated map segments. Which means they're large, and make it easy to make basic maps in a hurry. It's broken down by map, area type and theme. Due to the fairly generic nature of these tiles it allows a map-maker to get their basic map dealt with quickly, so they can dedicate their time to fine tuning it, and adding the features they want in the room or area. Vlasák; Are you talking about the same D2 tiles that were online via TeamBG? The ones that were horribly distorted? I've made these available because I had a horrible time finding decent tile sets. The way Diablo2 handles maps is in sections which are interconnected 'randomly' by the game engine. The information as to how each of these segments is put together is store in DS1 files. I used d2 modding program to generate a PCX file for every DS1 data file within the diablo 2 game, with exception for the ones we plan to use without much modification. ------------------------------------- Edit; I'll be adding samples to the tiles page sometime over the next week or two. As a footnote, I feel like I should take a moment to thank the folks from the Diablo 2 modding community for all of their help and cooperation, with special thanks to Darque Onyx who gave me alot of help and advise with getting set up with the right modding tools to get the job done. They may never see this post, but I like to give credit where it due. This post has been edited by Chevar: Apr 3 2005, 04:56 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
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Seifer NULL Apr 9 2005, 10:58 AM![]() ![]() |
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