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#198571 NWN animations to BG2

Posted by Chevar on 07 April 2005 - 09:48 AM in IE Help

Simpleton/Wyrm.. I'm impressed. The World Transition Project has been working on building resource collections for the modding community. I'm currently converting about 40 animations from other game platforms (UO, Diablo 1 and 2, and next up will be arcanum).

You did a great job converting that anim. I look forward to seeing future work. If you're interesting in community distribution, let us know over on BlackWyrmLair .

Our current FTP space is around 10 gig, and more is ours for the asking.



#198033 Animations, Tiles and Portraits

Posted by Chevar on 04 April 2005 - 07:38 PM in IE Modding Discussion

This announcement is for those of you who do not read the WTP forum.

One of the primary goals of the WTP (World Transition Project) is to try and bring the IE modding community closer together. In accordance with this regretfully unorthodox view of modding, We have, and will continue to provide resources for modders.

The WTP home page is located at the following adress.

http://www.blackwyrmlair.net/~chevar/

Through which our community asset page can be reached. This aspect of the WTP has been referred to in the past by several names based on the information being exchanged;

WTP Mapshare program;

Currently consisting of a collection of rather large Diablo 2 "mega-tiles" generated from map segments used within the game.

We are currently working on setting up a collection of BMP map files from each of the infinity engine games, for those that do not have all of them readily available. 

WTP Portrait City;

The largest collection of portraits available. Collected tirelessly by Dragon_lord.

The WTP Item exchange;

We have currently cullected aproximately 1000 images for use in creating item packs, which can be converted to usable BAMs 'en mass for large item packs.

Now that I've completed our advertisement, We have some other projects in the work, and it's time to reach out to the community. We will shortly be looking for maps and tiles that anyone may wish to donate for the enrichment of the community.

Additionally I, personally, am in the process of converting approximately 40 creature animations from other games (currently from Ultima Online, Diablo, and Diablo 2).

The listing of creatures currently being converted can be found at:

http://www.blackwyrm...erts/anims.html

If there are additional animations you would like to see converted please let us know. If we do not have the source game at our disposal the raw frames will have to be provided for us.



#172825 My mod Idea..

Posted by Chevar on 01 December 2004 - 07:32 AM in IE Mod Ideas

Quick update.. We have a few items packs which will be released in the near future, which will need to be tested. We'll be looking for beta testers.



#167189 Q: ToB exe (v26498) + foreign versions

Posted by Chevar on 04 November 2004 - 04:25 PM in IE Help

Regarding animation slots.. did you check replacing the FAL_??? values with actual M??? values yet?



#166189 Item Makers Wanted

Posted by Chevar on 30 October 2004 - 07:22 PM in IE Modding Discussion

Now, if we get back on track, I'd like to ask the following: -

1) Is there any narrative or storyline from yourselves at all or are you just supplying the framework for the submissions of others?

2) Is your work intended as a replacement or as an addendum for a vanilla BGII installation?

View Post


My goal was to build the framework, and a few 'plugin' modules to go with it. It's intended as a replacement for vanilla BG2. The world is split in to sections by race, and each region has a 'manager' incharge of creating the starter cities, and the regional history. The regional leaders are there to prevent major conflicts in storyline or continuity.

-------------------------------

On a side note, pertaining to material from abandoned mods;

If a modder that has abandoned a project were to contact us to see if we would include their work in the project, we would be willing to look through their work to see if it's in a state that it will work within the framework, and if it's in a condition that we could continue it in some cases. Many hands make work easy.

----------------------

Now as for the exchange programs..

There has been limited responce thus far to the project as a whole. In order to speed up production we are inn essence trying to out-source some work. One of the programs is our Map-Share program which includes both maps and models.

In the case of Maps, there are several form which the map share takes. (not including model share).

The model share program. I do not have adequate software to render the models I've been given permissions to use. Our permission to use said models extends to those who assist us with our work pertaining to the project, which includes rendering. Any of the models rendered for WTP use will also be usable in any projects worked on by the one doing the rendering as long as the artists conditions are met by all involved.

The tile share program gives the modder access to our RAW tiles collection. In exchange for this access, the modmaker is to make note that they're a member of the WTP tile share, and is expected to share any ile collections they have with us, that we may add them to our community collection, alternately they can agree to share some of their maps with us if they have no tiles to share.

The Graphical Map Share program is a scratch my back, and I'll scratch yours situation. People in this category see a non converted graphical map that we've made that they would like to use, and in exchange for sharing this map they agree to send us a copy of the wall/search/height/light map files after prepping the area.

In the case of Items;

We have an archive of approximately 100 items from varied sources waiting for BAM conversion. Modders wishing new items in their mods, or wishing to make an item pack will be given access to our BAM archives in part or in whole in exchange for sharing their final product with us. We will also do BAM conversion if needed, but this will slow down production for all involved.

Does that clarify it?



#166183 Item Makers Wanted

Posted by Chevar on 30 October 2004 - 06:28 PM in IE Modding Discussion

Okay now. this has gotten far enough.. actually too far. Would those involved please reread the thread.

The world transition project is using graphical content from the IE games, and some other games (not exclusively Diablo2-TOB) in its map generation.

The initial correction made was stating that we are not porting diablo or diablo2 for that matter. we will, however be utilizing some of it's graphical content, as well as content provided by the D2 modding community.

Previous statements made pertaining to Ken's mod implied he was porting diablo1, which is not what we're doing. no further mention was made in the initial commentary, which was in a different thread.

The several statements along these lines had no actual imformation included. some specific information being posted, or defining/qualifying ones statements would have prevented this. It's impossible to make a oint by referencing something that wasn't written.

Thank you for your time, now can we stop this foolishness.



#166118 Item Makers Wanted

Posted by Chevar on 30 October 2004 - 12:46 PM in IE Modding Discussion

Apart from the concept of ripping Diablo areas, and creating a core world on which other people can build? They're basically identical in principle.

View Post


Correct me if I'm wrong, and I'm sure you will. I believe you previously stated that Ken's project was to recreate Diablo1 areas within the IE engine. It was also implied that the intent of said project was to essentially be playing Diablo via BG2.

We are using tiles from an assortment of games including areas from BG1, TotSC, BG2, TOB, IWD, HOW, ToLM, IWD2, PST, as well as Diablo 2.

Porting Diablo is a very different thing than utilizing tile sets from D2 as well as other sources. By definition porting one game to another would mean that you would, in essence be playing another game (in said case diablo) under the other game engine, which is not what we're doing.

Keep in mind the information I have about Ken's project is what little bit you've referenced to me.



#165955 Item Makers Wanted

Posted by Chevar on 29 October 2004 - 06:23 PM in IE Modding Discussion

incorrect.. your source is misinformed, or simply doesn;t understand the concept.

I think he is simply mixing your project with the earlier Ken's similar undertaking which started shortly before the last and final (?) collapse of TeamBG.

View Post


I've been told about Ken's project. I don't see the similarities..



#165595 Item Makers Wanted

Posted by Chevar on 27 October 2004 - 05:56 PM in IE Modding Discussion

I heard world transision project ports diablo to bg2?

View Post


incorrect.. your source is misinformed, or simply doesn;t understand the concept.

We are using utilizing some graphical content from Diablo2 in making maps, items etc'. We are not 'porting diablo' to bg2. We're incorporating Diablo2 graphical content into the project.. there's a rather substancial difference.



#165455 Item Makers Wanted

Posted by Chevar on 27 October 2004 - 01:12 AM in IE Modding Discussion

This advertisement is in conjunction with one of the World Transition Project Exchange programs. We have a vast collection of item graphics which will need to be converted to BAMs and made into items.

Terms and conditions

1) The creater of the items will be given credit for their effort.

2) All items are to be made at the discression of their creator.

3) Addition item categories will be included, information on these types will be provided to person(s) accepting the project.

4) All items created using the WTP cache will be shared the WTP project.

5) After completion the item creator is encouraged to release these items as a standard BG2 item pack, but is requested to credit WTP by indicating that the pack was produced as part of the WTP exchange program.


The Goal of the World Transition project is to create a completely new world in which modmakers can work. In order to enrich the modding community, the WTP has several "Exchange" programs. In these programs varied required modding components are provided to modders for use in their projects under the condition that the results of this work is shared with the WTP.

Our current exchange programs are the Item Graphics Exchange Program, the map exchange program, and the spell and projectile graphics exchange program (Pending).



#164146 New NPC Ideas (satire)

Posted by Chevar on 20 October 2004 - 08:53 AM in IE Mod Ideas

PST is out of print? that really sucks, i was going to go buy it this weekend. ugh, are you sure?

View Post


If the have half=price book used book retailers or something simular that does books games etc' you could call around.. found ToSC, BG2 and IWD at one recently.. PST shouldn't be too much of a stretch.



#163916 New NPC Ideas (satire)

Posted by Chevar on 19 October 2004 - 07:29 AM in IE Mod Ideas

A pity there is no modding community for it. Or at least .. no considerable modding community

That's mainly because it doesn't allow for console commands..



#163793 New NPC Ideas (satire)

Posted by Chevar on 18 October 2004 - 08:22 PM in IE Mod Ideas

lol, i would quit the project if he did... not really. well.... maybe...

You'd understand if you'd played planescape.. Grace is perhapse the best written character in any fantasy game I've ever played.



#163740 New NPC Ideas (satire)

Posted by Chevar on 18 October 2004 - 03:04 PM in IE Mod Ideas

Maybe in bg2.. but We could find her a home in the world transition project, if someone actually want to do it.

mytera works a bit differently.



#163482 Request for area names and filenames

Posted by Chevar on 17 October 2004 - 08:57 PM in DSotSC (BGT/EET)

...



#163464 New NPC Ideas (satire)

Posted by Chevar on 17 October 2004 - 07:18 PM in IE Mod Ideas

Ahh, I see what you mean. Correct me if I'm wrong, but doesn't our very own Haer'Dalis have fiend's blood in him? He is a Tiefling...as Morte describes Tieflings: "They're born mostly 'cause one of their parents shared knickers with some kind of abbysal demon". And it's like just about no one knows that Haer'Dalis is a Tiefling...or they don't mind. How would they recognize Grace's fiend nature then? Both Haer and Grace are not evil, and no one seems to detect Haer's fiend blood. Besides, Grace is a succubus, mistress of temptation and charm...and in the form of a beautiful Athkatlan female for example, I doubt anyone would think she's suspicious. Just merely....very attractive. :P

No, I'm not beating down your idea. I really like it, honestly ^^

The women would suspect it.. the males wouldn't care.



#163463 Request for area names and filenames

Posted by Chevar on 17 October 2004 - 07:17 PM in DSotSC (BGT/EET)

Upon contemplation I don't think there ARE any new non-prime planes introduced into either the BGT or the NEJ portions. In BP there is a trip to Tartarus in TDD: dd8002.are - Tartarus. Other than that... nothing outside of a cutscene IIRC.
For the attempt at mass compatibility: :thumb:

PST has a little plane hopping, however.



#163455 Using the animation change function with IEEP

Posted by Chevar on 17 October 2004 - 06:22 PM in IE Help

Also check out Vladp's tutorial's section..

http://www.vladp.net/nejmain.html

I used that when I was trying to introduce new anims.. There are two files involved with adding unused references into the game - not sure this is what you're referring to. Vladp should have a copy, and I may. he's got more experience than me in this area, and would be a good place to start. he doesn't spend much time on FW.. I'd reccoment following the link and talking with him.

When I got back here I went looking for the ids files, after a long break from modding. Vlad was where I got my help years ago, and once again he came through when I asked.. here's the link..

http://www.shsforums...?showtopic=9956



#163402 Editing/replacing creature animations

Posted by Chevar on 17 October 2004 - 01:26 PM in IE Help

Seif: Maybe you could post them to the tutorials board, if they are not available elsewhere?

I've gotten a whole host of stuff but am seeking various permissions before adding them all.

The ones in question are from Mortis. The only emails I've had from him recently are virus infected attachments.

And I'd rather spend a few hours on a massive update then adding small dribbles here and there.

Seif

I have a mirror of the teambg tutorials.. it's under other

http://members.black...utor/index.html

there there at least until the authors either A) object, or B) make tose resource available again to the community. they are EXACTLY (except for links) as they were on teambg. I changed nothing.


the one you're looking for is listed under other.



#163353 My mod Idea..

Posted by Chevar on 17 October 2004 - 07:56 AM in IE Mod Ideas

Well this sounds really good. I have some ideas for the undead realm but I don't know how to actually code... or do anything else. I'd be really interested on working on that bit in some way though.

Are you willing to learn?

There are four main "problem areas"..

The Undead, Yaunti, Orcs, Goblins, and the desert kingdom. Of this group of five empires the Undead will technically be the easiest at first. They will have a total of three surface locations. Most of the work pertaining to them will be subterrainian, and module based.

The undead 'leader' will be responsible for undead empire plotline continuity, and history. You'll need to learn how to place creatures (actors) on maps, and how to do dialogs. The rest of the team can help, and there seem to be alot of people that like the undead within the modding community, so finding help later into the project - from the community - Shouldn't be a problem. Most of the serious work on undead regions wont come till later. I only have two surface areas built for them so far - one is a custom map.

Come on over to the forum, and let me know if your interested. If you are it may take a day to get you given workroom access. Other than establishing background for the undead empire, there wont be much for you to do initially, so you'll have plenty of time to learn.



#163279 My mod Idea..

Posted by Chevar on 16 October 2004 - 08:44 PM in IE Mod Ideas

i was going to ask about that. are those just the NPC's that you're doing, or all of the WTP NPC's? anyways, i noticed you have the Draconian on there, I have done 0 work on it so far. i'll get to it soon though.

I told you I was going another way with the two draconians.. that one there's, oh wait that's a spoiler.. I already have a kit for the white one....... I'll give you the spoiler in the workroom if you want..



#163275 My mod Idea..

Posted by Chevar on 16 October 2004 - 08:18 PM in IE Mod Ideas

ah yes, i forgot about those. anyways, just reinforcement for those people like me. :D

I keep looking at my WTP avatar, and wondering how I'm going to sqeeze another portrait into it.. I already have Ox, Ash Firehearth, Terai, and Slyphys.. I haven't had time to make Wren's protrait yet.



#163272 My mod Idea..

Posted by Chevar on 16 October 2004 - 07:53 PM in IE Mod Ideas

so that's what we're doing....

i just want to point out for, for those who have never seen diablo 2 areas, that they actually look really good. i thought they would look like the original diablo areas, but i really like them, and i'm one of those really picky people.

and the elven realm now has a semi-history going.

we have screenshots of the new areas.. here and on blackwyrm



#163253 My mod Idea..

Posted by Chevar on 16 October 2004 - 05:54 PM in IE Mod Ideas

I love the idea, but I don't quite understand this how is it going to be played... You aren't doing anything with the actual SOA/TOB are you? It's a whole new game but on the IE?

heh, I feel rather daft but could you please explain it more clearly?

Curtesy of my 14mo old I just lost what was to be a two page responce.. the official forum for the project is located here on BlackWyrm

I plan to in the technical sence leave BG2 intact. We've had quite a bit of discussion in the workroom on how we will actually manage it. The players will have the option to LEAVE faerun (the world in which the Baldur's gate sage takes place).. the exact details of this are still in the works.

Right now one of the ideas I'm working with is to give them the option to hitch a ride - spelljammer style, effectively escaping from all the Bhaal business.

Mytera is being built as a new world. We will be using many maps from the original games. The actors, spawn points, etc are being stripped out of the maps, and the world will be repopulated. The current MOD Developer's kit we're putting together will have raw map areas from BG1, TotSC, BG2, IWD, HOW, PST, as well as several areas constructed from Diablo2 map tiles.

Each primary map region has a racial coordinator. Awake is managing the elves, and Dragon_Lord is in charge of the humans. I have the half-elves (neutral regions). There are probably about one hundred locations on the map which will be available for add on 'modules'.

It will be designed more along the lines of a PnP game. Hearty adventures out seeking fame/fortune etc. More of a freeform, non linear adventures - like all of the fun subplot quests from BG2.

Bhaal will nolonger be a factor, and no plotlines pertaing to being the sun of a god etc' will be allowed.

We're making a new world, for moders to work in, instead of having to worry about the existing BG plotlines, and continuity. We can create the historyand background as we go.



#162933 Enelya

Posted by Chevar on 15 October 2004 - 08:41 AM in IE Mod Ideas

You know you could make the character mentally ill (delusional) they could BELEIVE that that's their history, while being a completely normal character.

OR if you really want to be cruel I have an 'out' for the 'dragon' thing if you're more interested in dialog options than power. Once again it would be an otherwise NORMAL character.

A viscious dragon had decades dominating the people in nearby villages, and forcing the villagers to worship the dragon, forsaking their old gods. The gods grew angry and sent their servants (paladins, clerics, etc) to slay the dragon.

.... badda bing bada boom, they kill it.

The dragon swore that it would return as a dracolich, and return them all. The clerics banded together to decide a way to prevent this, and a slightly cracked chaotic neutral character decided they should bring it back from the dead themselves, but through the reincarnation spell, not ressurection. The gods which the dragon had angered decided to intervene when the ressurection spell was cast, insuring the dragon would not only remember it's former life, but be forced to live as one of those it hated most.

---------------------------

this allows for the surley dragon dialogs without the cheesy "i'm a dragon" plotline, and game balance issues. It's still a little over the top, but it's the best I've been able to come up with - took nearly a week.