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[GRAPHICS] BAM for Silmarillion - BIG Werewolf / Dog


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#1 Zyraen

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Posted 26 December 2007 - 11:30 PM

1. What do you need? Item, animation, description...?
Nothing much, just take the default BAMs of the Werewolf / Dog and make it about the size of a Balor. If a Dog has no ATTACK sequence, then using a Wolf BAM is fine.

2. Describe the item/whatever in detail! Shape, style, colors...?
Would be nice if there could be some way to adjust the eye color of the Werewolf (Icy Blue for Sauron, and Burning Bright Red for Carcharoth, plus more Red at his mouth). For the Dog / Wolf, a comfortable looking goldenish brown color would be nice, if its not too much trouble.

3. Does it have bonus factors? (+1 thac0 - +5 thac0)
No

4. What about elemental damage? (Acid, Fire, Ice...)
No

5. What material is the item made of?
No.

6. Any deadlines?
About 2 weeks I hope.

7. What game and what mod is this for?
BG2 / Silmarillion

8. Anything else you'd like to mention?
Don't think so ^^;; fairly simple I hope ?

Edited by Zyraen, 26 December 2007 - 11:38 PM.

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#2 Miloch

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Posted 01 January 2008 - 10:43 PM

Possibly someone with knowledge of the Python scripting language get get the BAM Resizer to work in reverse for this (it downsizes the larger PST animations to the smaller BG2 format). Otherwise, this would be a lot of manual work, since you'd have to do it frame by frame and there's no other tool I know of that can batch process BAM sequences that well. Same goes for your request to upsize the Demon Knight for Morgoth.

On the other hand, maybe you could use one of Cuv's existing PST animation imports? The reason is that these are larger than the BG2 norm already, and maybe something there works as a base at least, or another PST animation that hasn't been imported yet.

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#3 Tassadar88

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Posted 05 January 2008 - 01:37 AM

Sorry, I noticed this thread only now. I tested the Bamresizer and it sucessfully resized animation for me to 150 percent and IIRC, even to 200 percent, even though they looked a bit awkward by then - all pixelly and so.
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#4 Miloch

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Posted 05 January 2008 - 10:37 AM

Yeah, that's gonna be a problem when upsizing - not so much when downsizing. Someone with a little graphics knowledge could fix them, but there's a hell of a lot of frames and sequences for each animation...

And then there might be a problem with weapon offsets, unless the animation also includes the weapon...

Good to hear it works in reverse though, it's a start at least.

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


#5 Zyraen

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Posted 06 January 2008 - 05:51 AM

Great to hear it works :) There is hope for Huan!

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SoA Release - Overview / Download Links

Zyraen's Miscellaneous Mods - Ust Natha Accelerator, item tweaks, XP caps, The Ub3r Reaver Kit, and much more...
Spellhold Gauntlet - more than just a Spellhold-Be-Gone
Hidden Kits - hidden dual-classed kits with a twist for progression