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> Converting PS: Torment Character Anims., ...and the issues you will encounter.
JJL
post Jul 26 2006, 08:47 PM
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I've just spent the past several days attempting to make Dakkon's animations playable within the Baldur's Gate 2 scheme. Initially the process seems very simple, but you will eventually hit the following roadblock(s):

1.) PS:T apparently generates its own east-oriented animations. Whether it mirrors three of the west-oriented variants automatically or not, I cant say. Hopefully someone else here can.

2.) What the above means is that you are left with character animations that will only face to the south, southwest, west, northwest, and north. Once your order the sprite to face eastward, either the BG-programmed animation for the slot you're using will manifest, or the character disappears until they're turned westward again.

I utilized every program I could find to make this work. This includes:

BAM Workshop 1
BAM Workshop 2
Creature BAM-It!
bamresizer
and the ICL-whatever, which was quite useless in this regard.

Of the list, only BAM Workshop 1 was of any help, except for one crucial lacking: flipping individual frames horizontally doesnt alter the position of the animated portion of the frame. Instead, it does just that: flips the animated portion without moving its placement on the transparent canvas. What you end up with in this case is an animation in which Dakkon's feet no longer stay put, as his sword strike seems to collide with an invisible barrier, repelling his entire body backwards like a spring. In short, it ends up looking pretty lame.

I've tried everything I could think of to remedy this. I've tried exporting both sequences AND frames from BAM Workshop 1 and editing them with a plethora of other photo-editing programs (Photoshop CS2, Macro Flash 8.0, Fireworks, etc.), but there's always an issue with the canvas being completely re-vamped (enlarged). This leaves me with a Dakkon who is misaligned with his "proper" animations, as well as a complete lack of preservation where transparency is concerned.

In conclusion, the good news is this:

1.) PS:T BAMs are laid out much the same as IWD BAMs.
2.) Most of your work is done simply by exporting original BAMs from one game and re-naming them to suit another.
3.) The BAM re-sizing issue has already been worked out thanks to the bamresizer program mentioned above. (Which works like a charm, by the way)

The bad news is this:

1.) PS:T BAMs must generate its own animation mirrors for eastern orientations, as there are no corresponding "XXXXXXe.BAM" files that I've been able to find.
2.) I've found that, using the only really USEFUL BAM editor (BAM Workshop 1) there is absolutely no way to reallocate the animation to generate a proper east-oriented counterpart. (The implied simplicity of such an issue as image-mirroring vexes me to no end, by the way)
3.) .GIFs are utterly useless in this regard as well, as they will not preserve transparency without a great deal of work, and even if they do the animations themselves are still misaligned.

Anything mentioned above is only based upon my understanding of the factors mentioned, and is certainly subject to scrutiny by those who have pulled this off successfully. It could be that I'm simply overlooking something, but from my experience it is either impossibly tedious or nigh-impossible to make this happen. It is my hope that someone will prove me wrong, or at least provide some insight into the issues I encountered.
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Galactygon
post Oct 27 2007, 12:33 AM
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Up until now, I hadn't noticed this thread, where all the activity is, so my replies for this topic were vague. I will fix that right now, and I really should visit SHS more often. smile.gif

-Galactygon


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Chronis
post Nov 1 2007, 04:37 AM
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QUOTE

So far, I have never encountered this, even though I have done a lot of sequence deleting.
I had issues with sequence deletion occur repeatedly. It was definitely reproducible. I am not sure why, perhaps it has something to do with the copy/flip/then delete all original sequences protocol that I used.

Oh and while I am on the topic great work on BA, I actually took some of your stuff apart to when I was trying to figure out how to import my ripped torment animation into the game.
Saved me loads of time and gave me an appreciation for your effort.


QUOTE

When I feel a little more inclined for personal *torment*... will give Chronis' method another try. So very tedious, but without better animation editing tools... what can we do?


Ha ha I like your play on words here Cuv. I totally missed the *torment* reference at first. I think that means its time to get some sleep.

This post has been edited by Chronis: Nov 1 2007, 04:49 AM
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