Unicorn, Needed for a new Mod |
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Unicorn, Needed for a new Mod |
Dec 14 2005, 10:35 PM
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#21
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
QUOTE maybe Avenger can straighten that out if he see this. That would be welcome, since Vlad could finish the sequences easily, and I don't have to worry about it. -Galactygon -------------------- |
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Dec 28 2005, 11:10 PM
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#22
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Eminence Grise Machiavelic Mod Developer Posts: 244 Joined: 12-November 04 From: Monthléry |
I am working on something right now. Porting some WoW animations into IE format. Here is an example.
As unicorns will feature in ROTM, I'm sure I will make the bams. If someone is interested...
Attached File(s)
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Dec 28 2005, 11:14 PM
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#23
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Forum Member Posts: 1366 Joined: 22-August 04 From: Germany |
Wow!
EDIT: Yes, YES! It was a wordgame, now laugh, dammit!! |
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Dec 29 2005, 10:56 AM
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#24
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Eminence Grise Machiavelic Mod Developer Posts: 244 Joined: 12-November 04 From: Monthléry |
QUOTE(Galactygon @ Dec 14 2005, 07:11 PM) Yes, it was the colours, and the picture was speckled. I tried to do it BAM Workshops 1 and 2, but with little success. -Galactygon It's a problem base on the color palette used for Bamworkshop (and gif format also). If you try to import a gif in a existing Bam with its proper color palette, the gif will (of course) use the palette. If you try to create a bam from scrap and then import your Gif, the newly created bam will use an horrible 256-primary color I can remember how I dealt with that: first create your bam, and import whatever pic' you want. Open your gif file with a tool like Paint Shop Pro and save the palette. Then, open your Bam with Bamworkshop 2. Import the palette. Now the right palette is part of your bam: you can import your gif with Bamworkshop I, and there should be no problem. |
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Dec 29 2005, 04:18 PM
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#25
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
QUOTE(egm @ Dec 28 2005, 11:10 PM) I am working on something right now. Porting some WoW animations into IE format. Here is an example. As unicorns will feature in ROTM, I'm sure I will make the bams. If someone is interested... That unicorn is taken from a perspective point of view; it will look significantly out of place in the isometric point of view BGII uses. -Galactygon -------------------- |
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Apr 1 2006, 09:14 AM
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#26
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Forum Member Posts: 78 Joined: 13-July 05 |
One problem with WoW, is that Blizz.rd is a very bitchy company.
They might sue you even if they just see this pic So, take care, if you are cursed with having to share a country with them. -------------------- See GemRB !
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Apr 1 2006, 12:15 PM
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#27
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Forum Member Posts: 141 Joined: 22-July 04 From: London, England |
I'm assuming that you're using 3DSMax 4? If not, what plugin/package did you use?
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Nov 30 2007, 01:13 PM
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#28
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Forum Member Posts: 49 Joined: 20-October 06 |
Did anyone ever get a functional or semi-functional unicorn animation? This would make a great druidic spell addition (Call Woodland Beings has a chance to summon a unicorn per PnP). I can try to do a BAM conversion is someone has GIFs or the like.
-------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
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Dec 1 2007, 03:46 PM
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#29
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Forum Member Posts: 14 Joined: 29-April 05 |
heh... I asked Avenger about DLTCEP last month... and didnt get a straight answer. There is a need to be able to import entire sequences via GIF.
Unicorns would be cool. Are there any other gifs of that unicorn posted above? More angles and positions. I can make the animation if I have them Cuv This post has been edited by Cuv: Dec 1 2007, 03:54 PM |
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Dec 10 2007, 07:30 AM
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#30
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Forum Member Posts: 49 Joined: 20-October 06 |
heh... I asked Avenger about DLTCEP last month... and didnt get a straight answer. There is a need to be able to import entire sequences via GIF. Yeah, there sure is. You'd think between DLTCEP, BAM Workshop and the TeamBG plug-in, one of those tools would have that. I'd do it myself if I knew enough about it. Hmm, maybe I could script it in PSP/PS or something.QUOTE Unicorns would be cool. Are there any other gifs of that unicorn posted above? More angles and positions. I can make the animation if I have them There are, but I don't know if there are any that will fit IE well, besides a maybe a white horse animation with a horn added. And it'd probably need other sequences for attacking etc. I was thinking maybe your sohmien import from PST could be modded. Only it's got 6 horns instead of 1, and the head is kind of misshaped.
-------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
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Dec 10 2007, 06:18 PM
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#31
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
assuming that you have an animation and it works in the game, what do you do with it?
if you ride it can you script a 'travel time' change? since I would think that they are fast. use it as a pack animal by putting saddle bags on it. if neither it is a lot of work to get this thing in the game for something you might see once or twice from bg1 to tob. w00t! 1900 posts This post has been edited by Sir-Kill: Dec 10 2007, 06:20 PM -------------------- |
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Dec 12 2007, 03:21 AM
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#32
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Forum Member Posts: 49 Joined: 20-October 06 |
Well, as I said above, I'm looking for the unicorn as an addition to the PnP Call Woodland Beings spell. And yeah, the whole horse-riding/pack-animal thing has been bandied about a bit too. As long as we have the right animation sequences, adding or subtracting a horn would be child's play, as tedious as it might be... even I could do that.
Apart from that, there are more than enough forest areas to disburse a few unicorns within. And so what if you'd only see them a few times between BG1 and BG2? People have created scores of half-finished areas which will probably never be seen, unless they come back from out of the woodworks and finish their mods. And even if they did, you'd only see a given area once, maybe twice per game probably. I'm just talking about one animation here though, that could be used several times. I really wish there was a 3D modeling tool in which you could create creature animations and export them to BG-compatible BAMs. Or at least BG-compatible BMP/GIF sequences, whatever, rather than doing every single frame by hand, one at a time . -------------------- "Humor is an affirmation of dignity, a declaration of man's superiority to all that befalls him." -Romain Gary, Promise at Dawn
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Dec 12 2007, 02:57 PM
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#33
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consiglieri Member of Graphics Dept. Posts: 2343 Joined: 13-August 04 From: Michigan, U.S.A. |
well 3ds can model, texture, cast shadow, animate, and save all files in bmp (256 color if wanted)
but you will have to do all that work for something imo that is virtually unusable. you could put in 100's of unicorns but they are supposed to be rare. so seeing one is a once in a lifetime experience, twice is very unlikely. so if you could capture it when you see it, then actually have some benefit to doing so, like the aforementioned. then there is a valid reason to do all that work other than just seeing it. as far as areas are concerned, well, you have to have them since everything is built on them. there are a lot of things I would like IE to do but it just doesn't (animations being something it does not do well) -------------------- |
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Mar 22 2008, 04:03 PM
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#34
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Forum Member Posts: 126 Joined: 21-March 08 |
Was not the one animation in Diablo or Diablo 2
-------------------- Also known as Warren22
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