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Distinctive creature coloring [IMPLEMENTED]


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#1 aVENGER

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Posted 26 July 2009 - 01:49 AM

Due to the limited availability of animation slots in BG2, many creatures have the same appearance despite having fairly different physical features. The most notable case are probably the lesser golem varieties which all look exactly alike. While introducing new animations into the game is possible (the Classic Adventures developers did a wonderful job there) it's far beyond the scope of a tiny tweak pack such as aTweaks, so I offer you the next best thing - distinctive creature coloring. :P

In short, this component will re-color certain creatures to more clearly differentiate them from each other. For example Clay, Stone, Flesh, Sand, Juggernaut, Iron and Adamantine Golems now all have distinctive colors. All Mephits (Fire, Ice, Lightning...etc) will all have a unique color, Giant Trolls will be colored differently from regular Trolls, Greater Mummies will stand out from regular Mummies, Mind Flayers will be slightly different from Ulitharids...etc. I'm still working on this, but here's a small preview:

Recolored Golems

Posted Image

From left to right: Flesh, Stone, Clay, Sand, Juggernaut, Iron and Adamantine.


Edited by aVENGER, 27 December 2009 - 10:10 AM.


#2 Mike1072

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Posted 26 July 2009 - 03:03 AM

Looks and sounds good, post more screenies when you have them.

#3 aVENGER

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Posted 26 July 2009 - 03:46 AM

Well, here are the recolored Mephits. I'm afraid they didn't turn out quite as good as the Golems because the original animation had a more limited color palette. Also, some of them may still look alike, but that's because I used the descriptions and illustrations from the Planescape Monstrous Compendium, and some of the Mephits are actually very similar, even in PnP. ;)

Recolored Mephits


Posted Image


Top row, from left to right: Mist, Air, Fire, Magma, Ice, Lightning, Earth.
Bottom row, from left to right: Steam, Ooze, Salt, Mineral, Radiant, Smoke, Dust.



BTW, if anyone's interested, I'm using opcodes #51 and #52 for the recoloring. The code is fairly simple once you get the proper RGB values.

COPY_EXISTING ~MEPICE01.CRE~ ~override~											// Ice Mephit
			  ~MEPICE02.CRE~ ~override~											// Ice Mephit
PATCH_IF (SOURCE_SIZE > 0x2d3) THEN BEGIN										  // file size sanity check (filters out 0 byte files i.e. ALLOW_MISSING)
PATCH_INCLUDE ~aTweaks/lib/fj_cre_validity.tpp~									// Nythrun's CRE re-indexer macros (needed for corrupt and v1 CREs)
  PATCH_IF valid BEGIN
  PATCH_INCLUDE ~aTweaks/lib/fj_cre_reindex.tpp~
  PATCH_INCLUDE ~aTweaks/lib/fj_cre_eff_v2.tpp~
  END
SET opcode = "52"																  // effect: #52 (Colour: Very Bright by RGB)
SET target = "1"																   // target: 1 (self)
SET timing = "9"																   // timing mode: 9 (permanent after death)
SET parameter1 = "420087552"													   // param1: (color designation)
SET parameter2 = "2"															   // param2: 2 (location - major color)
SET parameter3 = "0"															   // param3: 0
SET parameter4 = "0"															   // param4: 0
SET power = "0"																	// power: 0
SET resist_dispel = "0"															// dispel/resistance: 0 (non-magical)
SET duration = "0"																 // duration: 0
SET probability1 = "100"														   // probability1: 100%
SET probability2 = "0"															 // probability2: 0%
SET dicenumber = "0"															   // dicenumber: 0
SET dicesize = "0"																 // dicesize: 0
SET savingthrow = "0"															  // saving throw type: 0 (none)
SET savebonus = "0"																// save bonus: 0
SET school = "0"																   // school: 0 (schoolless)
SET lowestafflvl = "0"															 // lowest level affected: 0
SET highestafflvl = "0"															// highest level affected: 0
SET casterx = "0"																  // casterx: 0
SET castery = "0"																  // castery: 0
SET targetx = "0"																  // targetx: 0
SET targety = "0"																  // targety: 0
SET casterlvl  = "0"															   // caseter level: 0
SET sectype = "0"																  // secondary type: 0
SPRINT ~resource~ ~~															   // resref: none
SPRINT ~resource2~ ~~															  // resref2: none
SPRINT ~resource3~ ~~															  // resref3: none
SPRINT ~vvcresource~ ~~															// vvcresref: none
SPRINT ~effsource~ ~~															  // effsource: none
SPRINT ~effvar~ ~~																 // effvar: none
LAUNCH_PATCH_MACRO ~ADD_CRE_EFFECT~												// add new creature effect
END																				// ends file size sanity check
BUT_ONLY_IF_IT_CHANGES

Edited by aVENGER, 27 December 2009 - 10:11 AM.


#4 Jarno Mikkola

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Posted 26 July 2009 - 04:36 AM

That's nice... :cheers:
Could you also write the color designations for all the creatures you have already done, so someone else can use the exact same numbers for their own creatures, in unrelated mods, as those are just for the vanilla creatures.

Edited by Jarno Mikkola, 26 July 2009 - 12:03 PM.

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#5 Demivrgvs

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Posted 26 July 2009 - 06:28 AM

Really nice. :)

#6 Yovaneth

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Posted 26 July 2009 - 07:48 AM

Genuinely looking forward to a release version...

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#7 aVENGER

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Posted 26 July 2009 - 09:12 AM

And this is the last batch for today. Nothing special here, the Nishruu is now tinted red, the Greater Mummy is adorned with gold and the Giant Troll brown-greennish, as per PnP. This should help players to differentiate these creatures from their lesser versions.


Recolored misc creatures
Posted Image


BTW, I've encountered a small issue - using opcode #52 for the coloring apparently makes the creatures "glow in the dark" i.e. they tend to ignore ambient lighting. It's not earth shattering, but it does look a bit odd in dungeons, as the Greater Mummy and the two golems demonstrate.

Edited by aVENGER, 27 December 2009 - 10:12 AM.


#8 aVENGER

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Posted 26 July 2009 - 09:13 AM

That's nice... :cheers:
Could you also write the color designations for all the creatures you have already done, so someone else can use the same for their own creatures, in unrelated mods, as those are just for the vanilla creatures.


Not much to it really, I simply used Photoshop to pick the colors that I wanted and then entered their RGB values directly into Near Infinity.

The tricky part is adapting the selected color to the existing palette of the creature's sprite. In general, recoloring creatures with only a few colors in their palette tends to work best. Anything that's already colored vividly won't look very good after applying the opcodes.

#9 GeN1e

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Posted 26 July 2009 - 10:18 AM

Golems on the 1st screen are nice. As for how it looks ingame, I saw coloured beholders (Questpack?). Wasn't especially stunning, but neither bad.

Code. Since v.211 you can launch FUNCTIONs instead of manually setting the whole bunch of vars to zero.

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#10 Daulmakan

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Posted 26 July 2009 - 11:48 AM

You rock, aVENGER. 8)

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#11 Miloch

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Posted 27 July 2009 - 02:21 PM

Groovy. I didn't even know you could use that opcode to get a variable palette that isn't too bright.

As for initialising all the null variables, you should only need to do that once at the beginning of the mod, not each time the macro is invoked. Though I suppose function calls would be better, dunno, haven't tried it with the in-built WeiDU macros.

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#12 Yovaneth

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Posted 28 July 2009 - 02:55 AM

That was done by Xyx quite some time ago.

-Y-

Golems on the 1st screen are nice. As for how it looks ingame, I saw coloured beholders (Questpack?). Wasn't especially stunning, but neither bad.

Code. Since v.211 you can launch FUNCTIONs instead of manually setting the whole bunch of vars to zero.



#13 melkor_morgoth75

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Posted 28 July 2009 - 05:25 AM

Amazing ... eager to use your new cres ;)

mm75

Tired of the same boring spawned creatures u face in BG? Try BGSpawn


#14 Epantiras

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Posted 01 August 2009 - 04:34 AM

This is awesome, great job! Very good for easier gameplay (especially for dealing with golem weapon immunities).

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#15 Zyraen

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Posted 01 August 2009 - 08:59 AM

Awesome...

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#16 aVENGER

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Posted 01 August 2009 - 08:24 PM

This is awesome, great job! Very good for easier gameplay (especially for dealing with golem weapon immunities).


Heh, that pretty much sums up my motivation for coding this component in the first place. :)

#17 aVENGER

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Posted 05 August 2009 - 06:58 AM

A small update - I'll include Imps (tinted red), Quasits (tinted green) and Snow Trolls (tinted white) in the next maintenance release.

Posted Image


BTW, Iron Golems were tinted a bit too darkly in aTweaks v2.6 which made their features overly blurred in shadowy areas and at night. This has been corrected. Furthermore, they are now tinted slightly more red which makes them stand out even more from Adamantine Golems, as the screenshot indicates.

Edited by aVENGER, 27 December 2009 - 10:13 AM.


#18 Azazello

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Posted 05 August 2009 - 08:01 AM

Bravo! Bravo!

#19 Cal Jones

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Posted 30 August 2009 - 01:03 PM

Just played with ATweaks for the first time and good job!

#20 aVENGER

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Posted 18 December 2009 - 05:39 AM

An attempt to make the Fiend animations match the PnP material a bit closer:

Recolored Fiends

Posted Image


BTW, besides changing the color palette, this component will also restore the proper "winged demon" animation to Pit Fiends, but only if some other mod hasn't already done that.

Edited by aVENGER, 27 December 2009 - 04:50 AM.