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#1
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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. ![]() -------------------- |
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Post
#2
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Forum Member Posts: 110 Joined: 30-July 04 From: Esztergom, Hungary ![]() |
2 minor flaws:
- Even the larger creature animations use small feet circles - while this is good for the Osyluth for example, it looks weird for the Bebilith. Not to mention that these feet circles are important in determining where the creature can slip through (doors for example). - The other strange thing happens with the Pit Fiend: though the creature animation is not THAT big, projectiles target the creature as if it would be Dragon-sized (the impact is nearly above the head of the creature). This could be fixed too, if possible. -------------------- |
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Lo-Fi Version | Time is now: 11th April 2025 - 02:01 AM |