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1ppv3: Paperdolls


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#41 Mike1072

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Posted 27 March 2009 - 06:28 PM

Is it possible to check the original text value and compare if it fits (to avoid patching if it isn't an animation entry)?

Yep. That's a good extra safeguard for preventing it from potentially messing up stuff, but the file size checks would still be needed to help determine which version we think it is. From a quick check, BGT/Tutu doesn't interfere with this, so the main executables to check are:

Win SoA v23037 (English vs. European?)
Win ToB v26498 (English vs. European?)
Mac SoA
Mac ToB

My offsets were based off of Win ToB v26498 English.

#42 Erephine

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Posted 27 March 2009 - 08:10 PM

Not entirely sure why they were off then, I'm fairly sure I did patch and I have the English version as well. :huh:

Actually, looking at the Bioware site right now, I might have patched to v26499. Maybe that's it?

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#43 Mike1072

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Posted 27 March 2009 - 10:29 PM

Not entirely sure why they were off then, I'm fairly sure I did patch and I have the English version as well. :huh:

Actually, looking at the Bioware site right now, I might have patched to v26499. Maybe that's it?

Yeah, its offsets are different. The 26499 patch is widely regarded to be evil, but support for it can be offered. I checked the various official patches, and the English/European versions all appear to be the same.

I've edited the .tp2 to handle SoA v23037, ToB v26498, and ToB v26499. Luckily the relative offsets were all the same, so I just had to set the position of the first offset to be modified.

To any Mac users out there: if you are able to provide your SoA or ToB executable for us to look at, that would be very helpful.

Note to players: the attached file won't do anything useful, except turn your bearded dwarven ladies into elvish lasses with helmets sticking out of their midsections.

Attached Files


Edited by Mike1072, 30 March 2009 - 04:48 AM.


#44 Erephine

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Posted 28 March 2009 - 05:22 AM

Why evil? :unsure:

--

0x7514E8		CDFB
0x7515C0		CDFB
0x751698		CDFW
0x7516BC		CDFW
0x751758		CDFB
0x752628		CDFC
0x7526E0		CDFF
0x75279C		CDFW
0x752840		CDFT

^ these are the ones I patched, for reference.

It changes all female dwarves to CDFx, as well as female gnome mages (with the rest using CIFx as in vanilla).

Edited by Erephine, 28 March 2009 - 05:23 AM.

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#45 cmorgan

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Posted 28 March 2009 - 05:52 AM

The v26499 is a Beta, and will always be so - it seems to have an odd set of random reports cropping up, possibly because of what you have found out about different offsets (I'm not qualified to say, but devSin might be the dude to check with).

Mike1072, have you checked an Easytutu ToB install and an .exe run through Ascension64's Charmed Creatures talk patch, just to make sure they are not different?

And thank you both. It is so cool to have the possibility of these getting into the game!

#46 -Dirty Uncle Bertie-

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Posted 28 March 2009 - 07:10 AM

Don't forget about that Experience Corrections patch!

#47 Mike1072

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Posted 28 March 2009 - 02:21 PM

Why evil? :unsure:

http://forums.biowar...t...85&forum=10

0x7514E8		CDFB
0x7515C0		CDFB
0x751698		CDFW
0x7516BC		CDFW
0x751758		CDFB
0x752628		CDFC
0x7526E0		CDFF
0x75279C		CDFW
0x752840		CDFT

^ these are the ones I patched, for reference.

It changes all female dwarves to CDFx, as well as female gnome mages (with the rest using CIFx as in vanilla).

My last attachment should do those first five offsets for 26499. Are the last 4 changes needed? When testing, it seemed like I only had to modify one entry per animation to be changed, though I admit I'm still fuzzy on how exactly the B and C/F/T animations interact.


Regarding Tutu, BGT, A64's .exe patches, and Widescreen Mod: none of these insert or delete code, they just overwrite it, as this change would. This means there should be no additional efforts required to make them compatible.

#48 Erephine

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Posted 28 March 2009 - 02:55 PM

Do armoured thieves / clerics or fighters with plate mail show up properly with only the five changed entries?

I tried finding corresponding entries in the Icewind Dale HoW and Icewind Dale II files today but failed. Anyone else have more luck?

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#49 Mike1072

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Posted 28 March 2009 - 03:58 PM

Do armoured thieves / clerics or fighters with plate mail show up properly with only the five changed entries?

All levels of armour for fighters and clerics show up. Giving a thief chain or plate causes them to use their unarmoured animation (same as vanilla).

(Also, I fixed a typo in my last upload, so it should install now.)

#50 Erephine

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Posted 28 March 2009 - 05:09 PM

I meant leather armour for the thieves.

Well if they do show up then no, the other patches probably aren't needed. They're actually BG1-style references, I wasn't sure if the game used those for animations not in the B scheme or not (as they aren't explicitely declared elsewhere) so I thought better be safe than sorry.

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#51 Erephine

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Posted 04 April 2009 - 03:58 AM

Posted Image

< zoom >

»» download here ««

And finally the dwarves are complete. I swear cleaning these up takes longer than making some from scratch :mellow:

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#52 Mike1072

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Posted 04 April 2009 - 02:11 PM

And finally the dwarves are complete. I swear cleaning these up takes longer than making some from scratch :mellow:

Looks good - I especially like the hair for the mages. But, err... are those gloves on the third mage, or does he have blue hands?

Edit: Hrm... guess they are gloves. The blue totally threw me off.
Edit2: through != threw

Edited by Mike1072, 18 April 2009 - 10:33 PM.


#53 --Triaxx--

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Posted 24 October 2009 - 08:58 AM

im interested in this mod, but dont wanna download it with seeing what the papperdolls look like after i do. could you post some of them up or are they already up?

#54 Erephine

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Posted 24 October 2009 - 11:55 AM

I'm not sure I understand your question.

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#55 Jarno Mikkola

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Posted 24 October 2009 - 12:17 PM

I'm not sure I understand your question.

Erhm, he is not a member of the board, so he needs to download the pictures you have posted, so the post is a sum off confusion ... the real link to this mod is here... so indeed the Erephine's posted pictures are the new one. And here is a picture WizWom posted of the original game pictures, so the none_forum_members can see them too:
Posted Image- first, Posted Image-second, Posted Image-.bam
Edit; Hmm what was I ever thinking. Easy, that's waht.

Edited by Jarno Mikkola, 25 October 2009 - 03:40 AM.

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#56 Erephine

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Posted 24 October 2009 - 04:54 PM

Um, that same picture (and others) are like three posts above as well?

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#57 prowler

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Posted 03 May 2010 - 07:11 AM

I have install 1pp_avatars/paperdolls on my IDW + HOW + TotL and have this:

Posted Image

How can I correct coordinates?

Edited by prowler, 03 May 2010 - 08:41 AM.

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#58 prowler

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Posted 03 May 2010 - 11:46 AM

Well, I have done it myself. I have correct positions X&Y by DLTCEP.
But I think may be: is it possible to separate IWD and BG versions?

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#59 SergIS

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Posted 03 May 2010 - 11:12 PM

Well, I have done it myself. I have correct positions X&Y by DLTCEP.
But I think may be: is it possible to separate IWD and BG versions?


Can you please tell, how exactly you did that? I have the same problem with Infinity Animations (restored BG1 character animations) and *shifted* paperdolls.
Thanks in advance.

#60 Dakk

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Posted 04 May 2010 - 09:20 AM

I have install 1pp_avatars/paperdolls on my IDW + HOW + TotL and have this:

Posted Image

Woah! Your game looks awesome (except for the obvious displaced coordinates)! What is that GUI? And how do you get HP on the portraits? :woot: