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> Problems, bugs
T.G.Maestro
post Jun 25 2005, 12:33 PM
Post #1





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Posts: 110
Joined: 30-July 04
From: Esztergom, Hungary




I only tried the Pit Fiend animation so far, and it looks truly nice in-game.
There is one annyoing problem with it though, it's "speed". The animation speed is quite slow, definitely slower than it originally was in NWN - the framerate should be increased at least by 50% to get the ideal result.
This brings up multiple problems:
- the creature moves very slow, as if under the effects of a Slow spell. On the other hand, his actions happen at normal speed, causing the animation to be unsynchronized with them. Example: while the Pit Fiends swings one with his arm, the target gets hit at least two times.
- somehow the animation doesn't react to movement increase. If I add an effect to the .cre file to increase it's movement rate by 50% for example, the result is far from perfect - while the creature will get faster to it's target, it's movement animation won't get any faster (e.g. it will move at the very same speed, but to a greater distance than before). This looks as if it would use a skate, sliding from one place to another.

As a summary, it would be most useful to have the base framerate of these bams increased by a significant percent to get a normal movement speed/animation for the creature. wink.gif


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T.G.Maestro
post Jun 25 2005, 06:41 PM
Post #2





Forum Member
Posts: 110
Joined: 30-July 04
From: Esztergom, Hungary




Ok, I discovered the source of the movement problem, it is as I guessed wink.gif .
I haven't discovered that movement decreasing effect you put on the test creatures before - the one that reduces movement rate to 50%. This makes these creatures move at half speed.
The problem is, that if you remove this effect, the animations will move at normal speed, but the framerate will remain the same, as if slowed. Hasting the creatures helps, at least to the point that they will move as they should without any positive/negative effects.

As a solution to this (quite major) problem, I'd once again suggest increasing the framerate of these converted bams to 200% by a VVC. I know it means extra work, but without it your efforts remain flawed I fear. sleep.gif

Also, there is another problem with the Bebilith test creature: it is flagged as "PC" instead of allied or controlled creature. This means that you cannot control it or assign commands to it. Furthermore, if I set it to controlled/alied, the game crashes to desktop once you summon the creature.


--------------------
BG2 ToB Refinements

Go and download it from the website:
BG2 ToB Refinements
Go to the top of the page
 
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Posts in this topic
T.G.Maestro   Problems, bugs   Jun 25 2005, 12:33 PM
T.G.Maestro   NULL   Jun 25 2005, 06:41 PM
WoRm   NULL   Jun 26 2005, 04:49 AM
T.G.Maestro   NULL   Jun 26 2005, 08:30 AM
WoRm   NULL   Jun 30 2005, 03:35 AM
WoRm   NULL   Jun 30 2005, 03:40 AM
T.G.Maestro   NULL   Jun 30 2005, 07:23 AM
WoRm   NULL   Jul 2 2005, 08:08 AM
T.G.Maestro   NULL   Jul 2 2005, 12:18 PM
Galactygon   NULL   Jul 3 2005, 04:01 PM
T.G.Maestro   NULL   Jul 7 2005, 04:39 PM
WoRm   NULL   Jul 13 2005, 09:09 AM
T.G.Maestro   NULL   Jul 18 2005, 07:48 AM
WoRm   NULL   Jul 18 2005, 04:23 PM
T.G.Maestro   NULL   Jul 19 2005, 04:23 PM
Sir-Kill   NULL   Jul 19 2005, 07:18 PM
WoRm   NULL   Jul 20 2005, 05:16 AM
T.G.Maestro   NULL   Jul 20 2005, 06:46 AM
Avenger_teambg   NULL   Aug 3 2005, 03:34 PM
WoRm   NULL   Aug 6 2005, 06:56 AM


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