I don't think I know what I'm saying anymore xD.
Something has been clarified, some things are still a mystery. But that's ok.
Thanks!
There have been 11 items by bzm (Search limited from 19-April 23)
Posted by bzm on 31 January 2024 - 11:50 AM in Infinity Animations
I don't think I know what I'm saying anymore xD.
Something has been clarified, some things are still a mystery. But that's ok.
Thanks!
Posted by bzm on 31 January 2024 - 08:35 AM in Infinity Animations
Posted by bzm on 30 January 2024 - 10:19 PM in Infinity Animations
Nice I will try. But one thing bothers me. How to extract .bmp. I tried DLTCEP and when I save the palette as a bmp, there is no file anywhere...
E: The above bam is empty and that bmp in NI contains nothing .
E2: Right, so i'am using palette generator and ps bam, something is starting to come out...
E3: It seems that after importing the new BAM animations, with their own color (and the palettes a little mixed up) it looks fine in the game anyway xD.
So. I don't know anything.
Posted by bzm on 30 January 2024 - 01:13 PM in Infinity Animations
The answer is that you must remap all the BAMs to use the same palette, make your edits, and then overwrite all the palettes with the new one. To minimize error, color information from all the BAMs should be quantized together at once to generate an optimal palette to start with. This makes the whole process many stepped.
Hm, I think I understand, although not completely. How would I remap the BAMs? What do you mean?
Posted by bzm on 30 January 2024 - 10:20 AM in Infinity Animations
Let's say import a frost salamander from iwd (and bg2). Or change the color from black abishai to white (I did that, but for the horns I have to change each palette for each bam, in bamworkshop2 otherwise the pixels are miss placed ?)
Hmm, ok so it is the fault of the interpretation of the engine and the base colors of the animation?
I thought you can cast a palette on several animations of the same creature and it will adjust .
E: i found this:
Posted by bzm on 30 January 2024 - 08:05 AM in Infinity Animations
The job has been done.
Here is the "original" creature :
Ok, then how "exactly" can you repalette animations ? I have mine (or from bg2) and would like to import it into PSTEE.
These palettes seem to be a nightmare!
Posted by bzm on 01 April 2023 - 11:23 PM in IE Help
Perhaps someone can help.
I can't figure it out. I'm trying to replace the animation of the created char(PC) in BG2EE.
When I replace e.g. my bam animations (Annah's animation from PST) name in WIGHT_GREEN - 0xEC10 slot (present in game) - then it works - animation is changed.
But when I change to another (free) slot e330, etc. I'll replace the ini - do it right - the animation is different, not Annah.
Has something changed, or maybe these slots are only for iwd?
Edit:
Ok, I manage to do it.
Posted by bzm on 05 March 2023 - 07:30 AM in IE Help
From example: DejaVu Serif Bold is contained in "fcinfo[....]properties" - which, in my understanding that only those fonts found there are capable of conversion?
It seems that once you could add custom font, unfortunately: "There's no way to add fonts to Java runtime any more so that such fonts are available to the Java runtime only."
More, and the workaround (which I do not understand) here: https://bugs.openjdk...wse/JDK-8275664 and https://bugs.openjdk...wse/JDK-8039273
Write if you come up with something. I'm curious .
Edit:
(linux)
First, copy ttf to /usr/share/fonts/truetype/yourfontdir/
Run:
sudo fc-cache -f -v
To check if font is available in yours JVM:
https://community.ja...vailable-my-jvm
Then, it is best to run the command:
java ListFonts >jvmfonts.txt
Where in txt search if there is your font.
Go with generator command, "Fabada 18". It should work.
For Windows you MUST Install chosen font FOR ALL USERS.
Coding:
In the attachment I will give you a .bam file.
normal.bam 22.23K 21 downloads
Posted by bzm on 03 March 2023 - 05:31 AM in PS:T Tweaks
It is possible that I did not choose something during the installation... hmm.
Anyway, I asked about it (following your suggestion) on the gibberlings3 forum ("Future tweak ideas...").
Edit:
Ok, as I thought (I missed it), the stacking option is in https://www.gibberli...eaks-anthology/ within section:
Convenience Tweaks and/or Cheats > Increase Jewelry, Gem, and Miscellaneous Item Stacks, Increase Potion Stacking, and Increase Scroll Stacking.
The topic is no longer important / problem solved xD.
Posted by bzm on 02 March 2023 - 06:12 AM in PS:T Tweaks
Thanks for the reply.
Hm, maybe you're right.
I guess all I have to do is play and see... xD
Edit:
The Tweaks Anthology do not have this implemented.
Well, my method (easiest - from Qwinns Tweak Pack) is enough (even no need to delete Q_AREMacros.tph).
Posted by bzm on 28 February 2023 - 11:41 PM in PS:T Tweaks
I know it's an old topic. I'm interested (want) in the reimplementation of the stacking option into EE.
I don't think anyone did it.
I managed to do it by simply editing tp2, and copying the Qwinn's code.
BEGIN ~Stackable Rings, Charms, Bracelets, Scrolls~ COPY_EXISTING ~SCALPEL.itm~ ~override/Q!STACK.xxx~ INCLUDE ~stacking_pstee/Stacking/tph/Stacking.tph~
As for Stacking.tph I leave as it is, just deleted this line within file:
INCLUDE ~PST-Tweak/utils/Q_AREMacros.tph~
Tested it like that in EE, and its working, however idk if this is enough or correct at all, and to skip (whether it is necessary) Q_AREMacros.tph...
Could someone please comment? ;D
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