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ANIMATION EDITING


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#1 Chevar

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Posted 02 August 2004 - 08:52 PM

Okay, I've taken a LONG break from bg2 editing, and I found I've forgotten alot.

I've been going through the ani9mate ids file and the ani ids file as well as tearing through bgmain with a hex editor.. I've lost my old notes.. Does anyone have a proper IDS list of the left out animations for both of the forementioned IDS files.

I remember it took a horribly long time to catalog them all and plot all of the correct 0x???? values.

Additionally I can't remember if the FAL_ entries can be replaced in the exe. I'm assuming nobody's bothered with it, so I'll have to test that one myself. If it is do-able is there anyone here that could write me up an exe patch once testing has confirmed the plausability?
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#2 Chevar

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Posted 03 August 2004 - 12:39 PM

Moved to somewhere more fitting.

Thanks, I wasn't sure which one to put it in.
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#3 -*Vlad*-

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Posted 04 August 2004 - 03:10 PM

ANIMATE.IDS contains many adopted animations from BG1-IWD1.

ANISND.IDS contains also their BAMs name.

#4 -*Vlad*-

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Posted 04 August 2004 - 03:13 PM

The right link is here:

Animate.ids

#5 Chevar

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Posted 04 August 2004 - 06:23 PM

VladP I presume. Just the person I was looking for. we need to talk I think I've found a way to add additional entries.
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#6 hlidskialf

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Posted 04 August 2004 - 06:30 PM

There is a method for adding infinite entries. It's a complex work around developed by Max. Try a search on this and the DLTC forums for details.

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#7 Chevar

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Posted 04 August 2004 - 08:17 PM

There is a method for adding infinite entries. It's a complex work around developed by Max. Try a search on this and the DLTC forums for details.


Okay I've searched and searched here.. can't fin it - and the search option is not working for me :/

DLTC?

I've already been hex editing and it appears replacing the FAL_ entries with M??? entries is accepted by the engine - I haven't completed testing.. adding new entries ends with a checksum error.. Do you have any idea where I should be looking this is one of the three reasons I stopped so long ago.. I already had a conciderable cache of new monster graphics accumulated at the time.

Edited by Chevar, 04 August 2004 - 08:47 PM.

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#8 Vlasák

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Posted 04 August 2004 - 11:23 PM

There is a method for adding infinite entries. It's a complex work around developed by Max. Try a search on this and the DLTC forums for details.


Okay I've searched and searched here.. can't fin it - and the search option is not working for me :/

DLTC?

I've already been hex editing and it appears replacing the FAL_ entries with M??? entries is accepted by the engine - I haven't completed testing.. adding new entries ends with a checksum error.. Do you have any idea where I should be looking this is one of the three reasons I stopped so long ago.. I already had a conciderable cache of new monster graphics accumulated at the time.

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#9 Vlad

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Posted 05 August 2004 - 12:40 AM

Theoretically you may add any animation from BG1-IWD1-IWD2 into BG2 without much effort. You may wish to look into my tutorial available for download here:

http://www.vladp.net/

I have recently added many new animations from IWD1-IWD2 into BG2. It takes only a couple of minutes to extract the corresponding 24 BAMs and rename them with a name of the listed incomplete animation (IC_). If you are lucky you will immediately see your animation working in the game. You don't even need to rename many BAMs because many of IC_(s) do exist in IWD1-IWD2. Just add the corresponding entry from IWD's ANIMATE.IDS into BG2's ANIMATE.IDS and you are set. My appreciation is that about 80-85% of all IWD1-IWD2 animations can be directly inserted into BG2.

Edited by Vlad, 05 August 2004 - 12:46 AM.


#10 Chevar

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Posted 05 August 2004 - 09:17 AM

I'm not using IWD anims... I'm converting from alternate sources.

There are a few that are buried in there that I don't know if they work like mwyv.


I wish that unlimited addition thing was still online.. I found the reference.. it was a link to teambg, which doesn't help.
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#11 igi

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Posted 05 August 2004 - 10:34 AM

The unlimited animation trick (well, one of them, which works best) is to blank out a creature animation, and then set your new animation as a weapon code for that creature.
There is a discussion on the at DLTC forums, in the DLTCEP sub-forum (in a thread about bam requests iirc). Galactygon is currently working on porting all the IE animations to BG2. And then he will release a small tutorial on how he did it.

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#12 Chevar

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Posted 05 August 2004 - 03:35 PM

The unlimited animation trick (well, one of them, which works best) is to blank out a creature animation, and then set your new animation as a weapon code for that creature.
There is a discussion on the at DLTC forums, in the DLTCEP sub-forum (in a thread about bam requests iirc). Galactygon is currently working on porting all the IE animations to BG2. And then he will release a small tutorial on how he did it.

okay... then how do you do weapon codes..
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#13 igi

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Posted 06 August 2004 - 11:02 AM

The weapon animation code is contained in the particular .itm file (I forget the offset, though it's somewhere in the header). Values are 2 characters, with game-examples being S1 (short sword, iirc) and D1 (A shield).

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#14 Galactygon

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Posted 06 August 2004 - 12:27 PM

The avatar weapon code and IWD's weapon animation are fully different from each other, as one of them contains 2 characters, while the other one contains only 1 character. If IWD's weapon naming convention would contain 2 characters, some animations would have a filename of more than 8 characters, which is impossible in either IE game.

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