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#1 Erephine

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Posted 30 November 2009 - 02:07 PM

Post links to content of your added animation slot(s) here.

IDS entries are no longer necessary (complete .ids files can be built from the GUI).

Edited by Erephine, 18 December 2009 - 06:14 PM.

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#2 Erephine

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Posted 01 December 2009 - 07:42 AM

» IA Base content «

Contains files for:
- Basilisk and Tasloi animations
- the missing IWD animations that already have animation slots in BGII
- content for the restored Baldur's Gate I character animations

(these will not show up in the animation listing)

Posted Image
(BGI character animations)

(.IDS entries are already supplied with the base .IDS files in the main download)


*


» IWDII and unused BGII animations «

Contains files for:

Posted Image
- all IWD II animations that are neither in BGII or IWD (the ones marked with + have reserved paperdolls):
(+Dark Tree, +Drider♀/♂, +Half-dragon black/red, +Isair, +Madae, +Malarite, +Shenrical, +Werebadger, +Wererat, +Yuan Ti Halfbreed, Abishai White, Arctic Boar, Bugbear, Bugbear Captain, Chimera, Elemental Water Small, Feyr lesser/greater, Fomorian Giant, IWD II goblins, Worgrider, Worgrider Captain, Hook Horror, Kegs, Lemure, Neo-Orog Shaman, Undead Orcs, Worg)

Posted Image
- BGII Death Tyrant

Posted Image
- BGII Alternate Ellesime

Posted Image
- BGII Alternate Fire Giant

Posted Image
- BGII Lagoon Creature

(.IDS entries are already supplied with the base .IDS files in the main download)

Edited by Erephine, 01 December 2009 - 07:49 AM.

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#3 Miloch

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Posted 02 December 2009 - 05:13 AM

IWD Svirfneblin (and variants)
Posted Image
The goblins appear to be in your 2nd archive already, so I've uploaded the deep gnomes from IWD and the variants we use in Aurora.

The animate.ids and anisnd.ids appends are (WeiDU .tp2 code):
APPEND ~animate.ids~ ~0x5263 SVIRFNEBLIN_PALE_AXE~ UNLESS ~^0x5263~
APPEND ~animate.ids~ ~0x5264 SVIRFNEBLIN_PALE_NOAXE~ UNLESS ~^0x5264~
APPEND ~animate.ids~ ~0x5265 SVIRFNEBLIN_DARK_AXE~ UNLESS ~^0x5265~
APPEND ~animate.ids~ ~0x5266 SVIRFNEBLIN_DARK_NOAXE~ UNLESS ~^0x5266~

APPEND ~anisnd.ids~ ~0x5263 µBM	  CGAMEANIMATIONTYPE_SVIRFNEBLIN_PALE_AXE~ UNLESS ~^0x5263~
APPEND ~anisnd.ids~ ~0x5264 µBN	  CGAMEANIMATIONTYPE_SVIRFNEBLIN_PALE_NOAXE~ UNLESS ~^0x5264~
APPEND ~anisnd.ids~ ~0x5265 µBO	  CGAMEANIMATIONTYPE_SVIRFNEBLIN_DARK_AXE~ UNLESS ~^0x5265~
APPEND ~anisnd.ids~ ~0x5266 µBP	  CGAMEANIMATIONTYPE_SVIRFNEBLIN_DARK_NOAXE~ UNLESS ~^0x5266~

Edited by Miloch, 02 December 2009 - 05:13 AM.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#4 Erephine

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Posted 03 December 2009 - 11:34 PM

» WoRm's NWN ports & Alternate Modron «

Contains:
- Alternate Modron
- WoRm's NWN ports (Amel, Vedred, Bebilith, Basilisk, Hamatula, Osyluth, Pit Fiend, Scarecrow)

** updated with fixed Basilisk and optimised .BAMs

Posted Image
0x5B02 MODRON_ROUND
0x5B02 µAC CGAMEANIMATIONTYPE_MODRON_ROUND


Posted Image
0x557B BASILISK_NWN
0x557B £JX CGAMEANIMATIONTYPE_BASILISK_NWN


Posted Image
0x526D AMEL_PC_NWN
0x526D µBW CGAMEANIMATIONTYPE_AMEL_PC_NWN


Posted Image
0x526E VEDRED_PC_NWN
0x526E µBX CGAMEANIMATIONTYPE_VEDRED_PC_NWN


Posted Image
0x5032 BEBILITH_NWN
0x5032 µBY CGAMEANIMATIONTYPE_BEBILITH_NWN


Posted Image
0x5033 HAMATULA_NWN
0x5033 µBZ CGAMEANIMATIONTYPE_HAMATULA_NWN


Posted Image
0x5271 OSYLUTH_NWN
0x5271 µCA CGAMEANIMATIONTYPE_OSYLUTH_NWN


Posted Image
0x5035 PIT_FIEND_NWN
0x5035 µCB CGAMEANIMATIONTYPE_PIT_FIEND_NWN


Posted Image
0x5273 SCARECROW_NWN
0x5273 µCC CGAMEANIMATIONTYPE_SCARECROW_NWN

Edited by Erephine, 07 December 2009 - 03:07 PM.

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#5 Erephine

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Posted 04 December 2009 - 05:49 PM

» Belhifet and IWD Marilith «

0x502A MARILITH_IWD
0x502F BELHIFET

0x502A µBQ CGAMEANIMATIONTYPE_MARILITH_IWD
0x502F µBV CGAMEANIMATIONTYPE_BELHIFET


» Shadows, Harpy, and Frost Giant «

0x502B FROST_GIANT
0x5269 HARPY
0x526A SHADOW_1_IWD
0x526B SHADOW_2_IWD

0x502B µBR CGAMEANIMATIONTYPE_FROST_GIANT
0x5269 µBS CGAMEANIMATIONTYPE_HARPY
0x526A µBT CGAMEANIMATIONTYPE_SHADOW_1_IWD
0x526B µBU CGAMEANIMATIONTYPE_SHADOW_2_IWD


» Remaining IWD Animations «

0x5037 ELEMENTAL_EARTH_IWD
0x5038 ELEMENTAL_FIRE_IWD
0x5039 ELEMENTAL_WATER
0x5277 SAHUAGIN_IWD
0x5278 SAHUAGIN_LARGE_IWD
0x5279 ANIMATED_PLATE_1
0x527A ANIMATED_PLATE_2
0x527B ANIMATED_PLATE_3
0x527C ARUNDEL
0x527D BARBARIAN_SHAMAN_1
0x527E BARBARIAN_SHAMAN_2
0x527F BARBARIAN_SHAMAN_3
0x5280 BARBARIAN_WARRIOR_1
0x5281 BARBARIAN_WARRIOR_2
0x5282 BARBARIAN_WARRIOR_3
0x5283 BARBARIAN,_ICASARACHT
0x5284 BELHIFET,_PRIEST
0x5285 CREEPING_DOOM
0x5286 DROWNED_DEAD
0x504A FIRE_GIANT_IWD
0x504B IRON_GOLEM_IWD
0x504C REMORHAZ
0x528A SEER_IWD
0x528B TUNDRA_YETI
0x528C UMBERHULK_VODYANOI
0x5050 VERBEEG
0x528E WIGHT,_BARROW


0x5037 µCD CGAMEANIMATIONTYPE_ELEMENTAL_EARTH_IWD
0x5038 µCE CGAMEANIMATIONTYPE_ELEMENTAL_FIRE_IWD
0x5039 µCF CGAMEANIMATIONTYPE_ELEMENTAL_WATER
0x5277 µCG CGAMEANIMATIONTYPE_SAHUAGIN_IWD
0x5278 µCH CGAMEANIMATIONTYPE_SAHUAGIN_LARGE_IWD
0x5279 µCI CGAMEANIMATIONTYPE_ANIMATED_PLATE_1
0x527A µCJ CGAMEANIMATIONTYPE_ANIMATED_PLATE_2
0x527B µCK CGAMEANIMATIONTYPE_ANIMATED_PLATE_3
0x527C µCL CGAMEANIMATIONTYPE_ARUNDEL
0x527D µCM CGAMEANIMATIONTYPE_BARBARIAN_SHAMAN_1
0x527E µCN CGAMEANIMATIONTYPE_BARBARIAN_SHAMAN_2
0x527F µCO CGAMEANIMATIONTYPE_BARBARIAN_SHAMAN_3
0x5280 µCP CGAMEANIMATIONTYPE_BARBARIAN_WARRIOR_1
0x5281 µCQ CGAMEANIMATIONTYPE_BARBARIAN_WARRIOR_2
0x5282 µCR CGAMEANIMATIONTYPE_BARBARIAN_WARRIOR_3
0x5283 µCS CGAMEANIMATIONTYPE_BARBARIAN,_ICASARACHT
0x5284 µCT CGAMEANIMATIONTYPE_BELHIFET,_PRIEST
0x5285 µCU CGAMEANIMATIONTYPE_CREEPING_DOOM
0x5286 µCV CGAMEANIMATIONTYPE_DROWNED_DEAD
0x504A µCW CGAMEANIMATIONTYPE_FIRE_GIANT_IWD
0x504B µCX CGAMEANIMATIONTYPE_IRON_GOLEM_IWD
0x504C µCY CGAMEANIMATIONTYPE_REMORHAZ
0x528A µCZ CGAMEANIMATIONTYPE_SEER_IWD
0x528B µDA CGAMEANIMATIONTYPE_TUNDRA_YETI
0x528C µDB CGAMEANIMATIONTYPE_UMBERHULK_VODYANOI
0x5050 µDC CGAMEANIMATIONTYPE_VERBEEG
0x528E µDD CGAMEANIMATIONTYPE_WIGHT,_BARROW

^ Incomplete animation series have been half-heartedly filled (so Arundel and Belhifet won't display 'PLACEHOLDER' frames and Icasaracht won't crash if trying to play combat animations). Also includes object animations for Lizard Man 1, MLIZ.

Dragon animation still to be ported.

Edited by Erephine, 04 December 2009 - 05:52 PM.

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#6 Miloch

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Posted 10 December 2009 - 01:20 AM

Fiend and Genie recolours

Nabassu and Blue (or "Chromatic") Demon repaletted from BG1 Balor Tanar'ri (on right for comparison)
Posted Image Posted Image Posted Image
WeiDU IDS appends:
APPEND ~animate.ids~ ~0x1001 NABASSU~ UNLESS ~^0x1001~
APPEND ~animate.ids~ ~0x1002 DEMON_BLUE~ UNLESS ~^0x1002~
APPEND ~anisnd.ids~ ~0x1001 ÆAA CGAMEANIMATIONTYPE_NABASSU~ UNLESS ~^0x1001~
APPEND ~anisnd.ids~ ~0x1002 ÆAB CGAMEANIMATIONTYPE_DEMON_BLUE~ UNLESS ~^0x1002~

Dark or faded version of BG2 Marilith (on right for comparison)
Posted Image Posted Image
IDS appends:
APPEND ~animate.ids~ ~0x5052 MARILITH_DARK~ UNLESS ~^0x5052~
APPEND ~anisnd.ids~ ~0x5052 µDE CGAMEANIMATIONTYPE_MARILITH_DARK~ UNLESS ~^0x5052~

Yochlol modified from BG2 Otyugh (on right for comparison)
Posted Image Posted Image
IDS appends:
APPEND ~animate.ids~ ~0x5FDD YOCHLOL~ UNLESS ~^0x5[Ff][Dd][Dd]~
APPEND ~anisnd.ids~ ~0x5FDD ØDV CGAMEANIMATIONTYPE_YOCHLOL~ UNLESS ~^0x5[Ff][Dd][Dd]~

Dao, Efreeti, Janni and Marid modified from Djinni (on right) - "legless" versions
Posted Image Posted Image Posted Image Posted Image Posted Image
Dao, Efreeti, Janni and Marid modified from Djinni (on right) - "legged" versions
Posted Image Posted Image Posted Image Posted Image Posted Image
IDS appends:
APPEND ~animate.ids~ ~0x5FBC DAO~ UNLESS ~^0x5[Ff][Bb][Cc]~
APPEND ~animate.ids~ ~0x5FBD DAO_LEGS~ UNLESS ~^0x5[Ff][Bb][Dd]~
APPEND ~animate.ids~ ~0x5FBE EFREETI~ UNLESS ~^0x5[Ff][Bb][Ee]~
APPEND ~animate.ids~ ~0x5FBF EFREETI_LEGS~ UNLESS ~^0x5[Ff][Bb][Ff]~
APPEND ~animate.ids~ ~0x5FC0 JANNI~ UNLESS ~^0x5[Ff][Cc]0~
APPEND ~animate.ids~ ~0x5FC1 JANNI_LEGS~ UNLESS ~^0x5[Ff][Cc]1~
APPEND ~animate.ids~ ~0x5FC2 MARID~ UNLESS ~^0x5[Ff][Cc]2~
APPEND ~animate.ids~ ~0x5FC3 MARID_LEGS~ UNLESS ~^0x5[Ff][Cc]3~
APPEND ~anisnd.ids~ ~0x5FBC ØCO CGAMEANIMATIONTYPE_DAO~ UNLESS ~^0x5[Ff][Bb][Cc]~
APPEND ~anisnd.ids~ ~0x5FBD ØCP CGAMEANIMATIONTYPE_DAO_LEGS~ UNLESS ~^0x5[Ff][Bb][Dd]~
APPEND ~anisnd.ids~ ~0x5FBE ØCQ CGAMEANIMATIONTYPE_EFREETI~ UNLESS ~^0x5[Ff][Bb][Ee]~
APPEND ~anisnd.ids~ ~0x5FBF ØCR CGAMEANIMATIONTYPE_EFREETI_LEGS~ UNLESS ~^0x5[Ff][Bb][Ff]~
APPEND ~anisnd.ids~ ~0x5FC0 ØCS CGAMEANIMATIONTYPE_JANNI~ UNLESS ~^0x5[Ff][Cc]0~
APPEND ~anisnd.ids~ ~0x5FC1 ØCT CGAMEANIMATIONTYPE_JANNI_LEGS~ UNLESS ~^0x5[Ff][Cc]1~
APPEND ~anisnd.ids~ ~0x5FC2 ØCU CGAMEANIMATIONTYPE_MARID~ UNLESS ~^0x5[Ff][Cc]2~
APPEND ~anisnd.ids~ ~0x5FC3 ØCV CGAMEANIMATIONTYPE_MARID_LEGS~ UNLESS ~^0x5[Ff][Cc]3~

Also uploaded BG2 Restored slots (only necessary for corrupted megamod installs). Includes the following vanilla BG2 animations:

MGO3 GOBLINELITE_AXE
MGO4 GOBLINELITE_BOW
MLER LICH_BLACK
MLIC LICH_IWD
MMY2 MYCONID2
MNO1 OROG1
MNO2 OROG2
MOR3 ORC_MELEE3
MSPL SPIDER_WOMAN
MTAN MARILITH

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#7 Erephine

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Posted 10 December 2009 - 07:59 PM

» PST Abishai & Blue Abishai «

Posted Image . Posted Image . Posted Image . Posted Image

(not depicted in order :P)

0x5B03 ABISHAI_BLACK
0x5B03 µAD CGAMEANIMATIONTYPE_ABISHAI_BLACK

0x5B04 ABISHAI_BLUE
0x5B04 µAE CGAMEANIMATIONTYPE_ABISHAI_BLUE

0x5B05 ABISHAI_GREEN
0x5B05 µAF CGAMEANIMATIONTYPE_ABISHAI_GREEN

0x5B06 ABISHAI_RED
0x5B06 µAG CGAMEANIMATIONTYPE_ABISHAI_RED

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#8 Erephine

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Posted 18 December 2009 - 05:08 PM

» White Wyvern & Dragon, Lady of Pain «

Posted Image Posted Image
Dragon!

Includes:

- IWD White Dragon
- IWD White Wyvern, large
- Lady of Pain

And an archive with two sets of shadow animations for the Lady of Pain for PS:T-esque cutscenes, one frontal and one to her side; currently unused due to animation size limitations (it was meant to be as equipped objects). :/

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#9 Erephine

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Posted 02 January 2010 - 03:14 PM

» Miscellaneous NWN Animations I «

Includes:


Posted Image

Bombardier Beetle (NWN)

^ my first NWN test port :)

~~

Posted Image Posted Image

Female Fire & Frost Giants (NWN)

(This was requested by someone, I think it was from CA? Anyway, they're here now. Weapon overlays can be added if there is sufficient need/demand)

~~

Posted Image

Displacer Beast (from the NWN CCP)

(this one was requested by me :P )

~~

Posted Image

Succubus (NWN)

(currently contains weapon overlays for maces/clubs, axes and swords - also has bow animations for ranged attacks c.f. IWD Yuan-Ti)

~~

Posted Image

no comment.

Edited by Erephine, 04 January 2010 - 06:54 PM.

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#10 Miloch

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Posted 11 January 2010 - 02:06 AM

Added: 0x547a £AA MAUREZHI
It's the one on the right, after the standard ghoul, ghast and revenant:
Posted Image
Updated the IA_Fiends_Genies archive with it, as well as with sound files for the animations in that archive.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#11 Miloch

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Posted 16 January 2010 - 12:36 AM

Added: 0x547b £AB MYRLOCHAR (aka drow soul spider)
0x547b.gif
It's used in Aurora's Shoes (repaletted giant spider previously recoloured via opcode).

Updated the IA_Fiends_Genies archive again (it's sort of a fiend - summonable from the Abyss). Includes sounds (ported from NWN wraith spider); also fixed conversion rate glitches with previous sounds.

Edited by Miloch, 16 January 2010 - 12:37 AM.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#12 Deratiseur

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Posted 25 January 2010 - 01:09 PM

Thanks for the bombardier beetle.
I have made a kit wich use insects & co, and i've used the 4 beetles from IWD1/2. I 've really hoped for a new giant beetle/ ant / dragonfly, etc..... and you did it. really, thanks.

Now i must undestand how to had slots to my mods ^^
.

All my mods are on Github


#13 Miloch

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Posted 08 April 2010 - 07:06 AM

Added:
0x5B08 µAI GHOUL_QUEEN
0x5B09 µAJ ANNIS
0x5B0A µAK NIGHT_HAG
0x5B0B µAL GREEN_HAG
0x5B0C µAM SEA_HAG
0x5b08.gif 0x5b09.gif 0x5b0a.gif 0x5b0b.gif 0x5b0c.gif

From PS:T - Acaste and variants on Ravel (a night hag). Updated the IA_Fiends_Genies archive (night hags, at least, are fiends from Hades). Also updated the BGII_IWDII archive with properly-sized bugbears by request, their sounds and white abishai sounds.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#14 Erephine

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Posted 23 April 2010 - 09:12 PM

Moinesse's Avatars, IA compatible version

·> animations are as-is in the original download, except for:
- G series merged into one file (IA compatibility)
- missing armour levels are duplicates to prevent crashing on non-existent files

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#15 Erephine

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Posted 02 May 2010 - 04:43 PM

»PST Paletted Animations (ver3)«

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Posted Image Posted Image Posted Image Posted Image Posted Image Posted Image

Posted Image Posted Image Posted Image

Contains:

  • Aasimar Female, PST
  • Baurier Male, PST
  • Curst Townie Female, PST
  • Curst Townie Male, PST
  • Dustman Female, PST
  • Dustman Male, PST
  • Ghoul Female, PST
  • Ghoul Male, PST
  • Githzerai, PST
  • Godsman, PST
  • Large Thug, PST
  • Lower Class Townie, Female, PST
  • Lower Class Townie, Male, PST
  • Merchant, PST
  • Midwife, PST
  • Prostitute, PST
  • Skeleton, Priest, PST
  • Skeleton, Worker, PST
  • Thokola, PST
  • Thug, PST
  • Tiefling Female, PST
  • Tiefling Male, PST
  • Townie Wizard, PST
  • Upper Class Townie, Female, PST
  • Upper Class Townie, Male, PST
  • Zombie, Female, PST
  • Zombie, Male, PST

(with basic paperdolls)

Expect this to be updated at some point to fix minor cosmetic issues.

Aand, updated. I recommend updating your files as well (if you haven't), it's definitely worth it!


I highly recommend using 1pp's Extended Palette Entry component with these. :)

Edited by Erephine, 06 February 2011 - 03:48 PM.

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#16 Kwiat_W

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Posted 20 June 2010 - 02:45 AM

»WoW Pack Mule«

Posted Image

Edited by Kwiat_W, 20 June 2010 - 02:46 AM.

icon11.gif W_GUI - a GUI replacement for Baldur's Gate 2/TUTU/BGT/CA
icon11.gif W_PackMule - Your own pack mule for Baldur's Gate 2/Tutu/BGT/CA, BGEE and BG2:EE

icon11.gif Psionics Unleashed - play as a Psion, mod for Baldur's Gate 2/Tutu/BGT/CA

 


#17 Ulb

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Posted 14 April 2011 - 06:32 AM

*UPDATE*
Finally managed to assemble something that looks remotely like a WeiDU installer, and might in fact not set your hard drive on fire - if your lucky :)
Updated my file to the new version, including the installer and a sloppy readme.



Hey there,

Added - Werebear Animation (DiabloII)
Added - Bear Animation (DiabloII)

Posted Image

the file (only the .bams) can be found here

Though I am not sure if I am really allowed to just upload them here at ShS as I did.. (was checking for the correct naming of my filepackage when I discovered I could upload files here ;))
If I am not supposed to upload them here, just tell me and I'll remove them and reupload them somewhere else.

Also I'm going to set up a Weidu installer for those files, Im just running out of time now.

Edited by Ulb, 14 April 2011 - 12:54 PM.


#18 skellytz

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Posted 12 August 2018 - 06:38 AM

Restored BG1 Monster Palette Variants
Infinity Animations Content
v1 Beta (13 Aug 2018)

black_widow_zpst1thsvhm.gifbg1_giant_zps7zqy2kqt.gifbg1_huge_zpstlgbidyx.gifbg1_phase_zps8q8drwxi.gifbg1_sword_zps7bhmz7ea.gifbg1_wraith_zpsyamwixah.gif
highland_zpsjpvoqamq.gifbg1_wardog_zpshslblenx.gifbg1_wild_zpstwqgtpwc.gifbg1_worg_zpsmn0te3yo.gifbg1_dire_zps00mpkxzs.gifbg1_dread_zps0cron24v.gifbg1_vamp_zpskonjf4ce.gif
bg1_black_zpsetpi9fw6.gifbg1_cave_zps957fdtzo.gifrevenant_idle_zpsgomvv550.gifgreen_zpswi8lj4ux.gif

Download

This mod is currently in beta. It has been posted here only because I need your help with testing and feedback. If you aren't interested, skip it for now and enjoy a more stable playthrough :)
 
Contents
I. Introduction
II. Platforms
III. Requirements
IV. Compatibility
V. Components

I. Introduction
The majority of BG1 monsters share the same animation BAM files and use BMP palettes to change appearance. While most BG1 monsters are available in BG2, some of these palette variants were not hardcoded properly resulting in missing animation entries or conflicting 2DA soundsets. (read more: general thread) -> (read more: 2DA conflict explanation)

This supplement to IA attempts to restore unique animation codes for the affected BG1 monsters.

Additionally, the mod offers restored BG1 monster palette colors which were changed in BG2.
 
Restored BG1 Monster Palette Variants is intended to be installed along Infinity Sounds v2 to fully utilize and overhaul the restored animation soundsets.
 
List of added animation entries:
 

0x54ae  £CA  SPIDER_BLACK_WIDOW
0x54af  £CB  DOG_HIGHLAND
0x54b0  £CC  BEAR_BLACK_FIXED
0x54b1  £CD  BEAR_CAVE_FIXED
0x54b2  £CE  BEAR_POLAR_FIXED
0x54b3  £CF  DOG_WAR_FIXED
0x54b4  £CG  GHAST_FIXED
0x54b5  £CH  REVENANT_FIXED
0x54b6  £CI  WOLF_FIXED
0x54b7  £CJ  WOLF_WORG_FIXED
0x5587  £KJ  BASILISK_GREATER_FIXED

 
II. Platforms
The current beta is only for classic BG2ToB and derivatives such as BGT. Support for BGEE and BG2EE may be added later on.

III. Requirements
The following mods must be installed before components which restore animation soundset codes:

* TobEx hacks Animation Sound Fix and Externalise Animation Walking Sounds, and component Enable Animation Attack Sounds.

* IA with Base content.
 
If you want to install only the restored BG1 palettes, the above mods are not required.

IV. Compatibility
If possible, try to install the components which restore animation soundset codes after other mods which patch the same creature types. This is because these mods may be looking for the original animation offsets in their patches. Installing as close to the end of your mod chain as possible will also give you the convenience of quick uninstall should anything cause problems.
 
Please also note that, while powerful modding tools, both TobEx and IA are currently unfinished projects with missing features. Most notably, neither offers externalized animation movement speed or walking sound delay. Certain compromises had to be made to offset these limitations. BG1 monster slots added by IA have hardcoded movement speed matching the BG2 default (10: too fast for most BG1 monsters) and 0.5-second cut-off delay between each walking sound. This means that:

* If you choose to patch the existing creatures to use the restored animation codes, the mod will add a movement rate penalty (effect opcode #176) to each patched creature to match the original animation walking speed. While this effect type will work for most monsters, it causes movement rate stacking issues with polymorph creatures (effect opcode #135). To avoid these issues, the mod excludes polymorph creatures from the patches. These creatures will simply use the original animation offsets. A pre-patch scan will run to determine which creatures are used in polymorph spells and build an exclusion list. This means you can also install the patch components after mods which change or add polymorph/shapeshift creatures.

* With such extremely short hardcoded delay, the original long singular walking sounds (e.g., wal_12 and wal_31) had to be dropped in favor of custom ones cut into multiple audio files. These are based off the existing audio resources and have been processed with phaser, gain, pitch and fades to make each slightly more unique. Black Widow walking sounds are very close to the original spider ones.

V. Components
The first two components restore unused spider and dog palette variants. Currently, these will be available only as modding resources without changes to the in-game content.
 
Black Widow
black_widow_zpst1thsvhm.gif
Highland Dog
 
highland_zpsjpvoqamq.gif
The components which follow restore unique animation codes for BG1 monsters with conflicting 2DA soundsets.
 
Optionally, you can choose to patch the existing creatures to use the corrected animation offsets with either BG1 or BG2 palette. You can also install only the restored BG1 palettes without patching any animation entries or creatures.

The final batch of components simply restores BG1 palette colors for animations unaffected by 2DA soundset conflicts. Take a look at the comparison and decide which variants you prefer:

Black Bear
BG1bg1_black_zpsetpi9fw6.gif BG2bg2_black_zpsznbrcxvr.gif
Cave Bear
BG1: bg1_cave_zps957fdtzo.gif BG2: bg2_cave_zpsxb3by0l5.gif
War Dog
BG1: bg1_wardog_zpshslblenx.gif BG2: bg2_wardog_zps729eqaxf.gif
Wild Dog
 
BG1: bg1_wild_zpstwqgtpwc.gif BG2: bg2_wild_zpstgctnwu3.gif
Worg
BG1: bg1_worg_zpsmn0te3yo.gif BG2: bg2_worg_zpssa2arp5i.gif
 
Dire Wolf
BG1: bg1_dire_zps00mpkxzs.gif BG2: bg2_dire_zpsm8hxzfce.gif
 
Dread Wolf
BG1: bg1_dread_zps0cron24v.gif BG2: bg2_dread_zpsj7p9shwd.gif
 
Vampiric Wolf
BG1: bg1_vamp_zpskonjf4ce.gif BG2: bg2_vamp_zpsbn8ijguy.gif
 
Giant Spider
BG1: bg1_giant_zps7zqy2kqt.gif BG2: bg2_giant_zpsk90de61y.gif
Huge Spider
BG1: bg1_huge_zpstlgbidyx.gif BG2: bg2_huge_zpsou5zniao.gif
Phase Spider
BG1: bg1_phase_zps8q8drwxi.gif BG2: bg2_phase_zpsyczwn43t.gif
Sword Spider
BG1: bg1_sword_zps7bhmz7ea.gif BG2: bg2_sword_zpseryvxgei.gif
Wraith Spider
BG1: bg1_wraith_zpsyamwixah.gif BG2: bg2_wraith_zpsqvty4ozv.gif
There is a component which restores an unused ghoul palette variant called "revenant." If you choose so, the in-game revenant creatures which originally use zombie animation will be patched to use the restored animation offset with this palette.
 
Revenant
revenant_idle_zpsgomvv550.gifrevenant_attack_zpsocphosxb.gif
 
All in-game green slimes use the olive slime palette (clearly a design choice). This last component restores their proper palette variant. But which one is actually ... "greener"?

Olive Slime olive_zpsvxdjy6te.gif Green Slime green_zpswi8lj4ux.gif


Edited by skellytz, 26 April 2021 - 02:22 PM.


#19 Miloch

Miloch

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  • 6573 posts

Posted 05 September 2018 - 12:12 AM

Interesting. I'd say the BG1 variants are for the most part better. Why are the dog animations here bigger than the wolf variants though? Is it just the way you rendered them?

 

As for the revenant, we had our own variant of that. As I recall, it may have just been a recolored ghoul, but I don't think it looked like what you posted.

 

The olive slime is definitely "greener." It it were up to me as designer, I'd retain that for the green slime and add a yellower shade (i.e. more olive) to the olive slime variant.


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#20 skellytz

skellytz
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  • 474 posts

Posted 06 September 2018 - 01:19 PM

Interesting. I'd say the BG1 variants are for the most part better.

I think so, too. I'm not sure what exactly prompted these patchy and vibrant BG2 palettes.

 

Why are the dog animations here bigger than the wolf variants though? Is it just the way you rendered them?

I've enlarged the GIFs so you can better see those ugly patches on BG2 dogs. The War Dog one looks like some kind of army camo covered in mustard. Army Hot Dog.