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> IWD animations
Januszka
post Mar 31 2006, 01:04 PM
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From: Alicante, Spain




Hey.
Not sure if I have to post it here. Some spanish friend asked me to post for him a question. He was to know how he can import IWD2 animations to a BG2 mod.
Does anyone how how to?
Thanks smile.gif


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Seifer
post Mar 31 2006, 01:17 PM
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There's lots of things on this.

Several steps

1) Extract the one's he's after using NI
2) Use the information here to pick an animation slot.
3) Use the information here to see how he should structure the BAM files.
4) Add the chose value from step 2 to the Animate IDS, drop the files in the override and make a CRE. Then you're set.

Seif
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Januszka
post Mar 31 2006, 01:29 PM
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Ok. Thanks Steve, I dont really get the step 2, but I guess he'll manage smile.gif


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Seifer
post Mar 31 2006, 01:36 PM
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Well, the animate IDS is a file that reserves spaces for all the animations. The problem with the IE architecture is that it doesn't allow additional monsters to be added, only replaced. Some hacking by some dudes found tose additional hex values in step 2, that can be used whn adding new animations.

Chances are when the IWDII animation is extracted the BAM structures will already be in the right order. Your amigo would have to rename them with the right convention (check the tutorials for that) then he's away.

Get him to email me if there's any problems.
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Vlad
post Mar 31 2006, 03:56 PM
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Link to my tutorial:

http://vlad.blackwyrmlair.net/tutors.html
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