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





Forum Member
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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WoRm
post Jun 26 2005, 04:49 AM
Post #2


don't touch me.....I might catch somethin'


Retired team member
Posts: 63
Joined: 11-June 05




Yeah, I know that the syncing so far isn't up to par...but I still have all the original 3ds files still on my HD so speeding up the frame rate won't be really that much work...(I have a max script that will section off the animations, rotate them automatically,etc....very useful indeed) but I guess I should point out here that I know there will be some problems with some of these and I WILL address them but I am just trying to get organized on my end first...i have Soooo many of these animations not to mention the other customs...that right now I'm just trying to get them all in one place, so modders like yourself can play with em' ,help me find out what could be done (for instance figuring out the framerate for me)
so bear with me if I don't jump on fixing the minor issues right away(unless its unplayable ) I tend to lose track if I go back and forth on things and I'm sure you all want to see whats coming in the future...so like I said, bear with me for the next few weeks while i get everything off my HD and then I will start addressing the problems (mainly shadows, framerates, some lighting on some of the creatures,and footstep sounds)


also don't mind the test cre. too much, I'm using the somewhat flawed "merlin" creature as a base (I used it to test spell casting and such) and really kind of left it at that. It probabaly would be best as a modder to create your own base creature and assign it's animateID to the creature model your going for.

aside from that I hope you've enjoyed these animations and hopefully with *fingers crossed* GEMRB still being worked on we can have ALL the creatures we need (=
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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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