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Aug 11 2006, 06:08 PM
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Forum Member Posts: 11 Joined: 12-June 06 From: Germany, Lower Saxony |
Hello,
(i hope the following stuff is not already known...) while making experiments with IE-modding i found out how to reconstruct the Water Weird animation, which is used in IWD1 HoW. The BAM animation files already exist in BG2-engine, but the accessory entry in animate.ids is missing. To solve this problem start NearInfinity and add the line 0xEF10 IC_WATER_WEIRD at the bottom of animate.ids. That's all; now you can choose the Water Weird animation in the "animation ID" field of any CRE-File. OPTIONAL If you want to add a special soundset to your water weird creature, you can do it the normal way by adding new strings and putting them into the Soundplots of CRE-File. Another possibility for this: add the following entry 0xEF10 MWWE CGAMEANIMATIONTYPE_WATER_WEIRD to the anisnd.ids and then copy one of the sound 2DA files like MDR1.2DA, name it to MWWE.2DA and change the specific entries. Now all WaterWeird-creatures use the sounds of MWWE.2DA greetings Jarl PS: Sorry, my English teacher wasn't really satisfied with my interpretation of englisch language |
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Jarl Reconstructing the "Water Weird" Animation for BG2 Aug 11 2006, 06:08 PM
Baronius Kein problem ;) Wilkommen! Aug 11 2006, 08:19 PM
Jarl Muchas Gracias, Baronius :)
Is it helpful? or al... Aug 12 2006, 05:48 PM
Sir-Kill well it was not known to me and when I get mack in... Aug 12 2006, 06:49 PM
devSin The IDS updates aren't really necessary. You o... Aug 12 2006, 07:57 PM
WizWom erm - isn't this the animation for those ... Aug 13 2006, 04:34 PM
Jarl You are right, WizWom, that is the animation of th... Aug 15 2006, 12:20 PM
WizWom OK, In my straight-forward, clean SoA/ToB 0.25498 ... Aug 19 2006, 04:09 PM
Vlad Well, I do not know if it would be a disappointmen... Aug 20 2006, 11:56 AM![]() ![]() |
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