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The Black Wyrm's Lair Terms of Use |
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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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#2
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Forum Member Posts: 141 Joined: 22-July 04 From: London, England ![]() |
QUOTE(Chevar @ Apr 4 2005, 12:58 AM) QUOTE(Seifer @ Apr 3 2005, 10:06 PM) Also, Chevar, he's been at it for a long time,much longer then us in fact. Also, its not a competition is it? So no worries. Thanks for the input seif. It sure isn't a competition, and if you think that was what I was indicating you missed the point entirely. Their modding community enchanges material readily, is very helpfull, and it's members work well together with a common goal. I consider them to be the model of what a modding community should be... Case and point; August, last year, on FW I started a conversation about the conversion of d2 anims for use in BG2..... http://forums.spellholdstudios.net/index.p...topic=10015&hl= If there were conversions and other info available, why did I have to spend months developing my own formula for conversions? There are indeed people within the community that have the information at their disposal, but they only seem to wish to share said information when their goal is to one-up other modders. I ask a question like; "Does anyone know how to change the starting exp for the bg2 expansion side of the game... I get nothing. I go thought with a hex editor and find it myself, then get told by someone "We already knew how to do that!" If that is the case, why isn't this information shared when it is initially sought? I spent 2 days in the D2 community and managed to get all the help I needed, including alternate links to the allegro libs required by mergedcc. This has been frustrating me since I returned to BG2 modding last year. Now that I've finished my rant.. I'm going to attempt to ask a straight question in hopes of, for a change, getting a straight responce before spending months figguring it out myself. I've been told that when making bams that shadows (the magenta color in the color palette) that the shadows usually don't work ingame. This holds true in item BAMs, and if I remember correctly I had a problem with it during my early animation conversions that I did back around 2001. Has anyone documented a work around for this? Well, to counter this point, the ratio of people crossing between the two mod communities was very low to begin with and it took me a damn long time to ge hold of Mortis. When Dan (phrozen Keep domain master) heard I'd done some preliminary stuff with animations and the like, he got in touch with me. It wasn't that the information wasn't readily given through a profound lack of co-operation, there just wasn't much there. Also, and I've not looked so correct me if I'm wrong by all means, have you/are you keeping a developers journal or creating any instuctional material so that people may help with this? |
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