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#1 Miloch

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Posted 02 December 2009 - 05:53 AM

First of all, congrats on making this public at last. You don't have a thread pinned for general comments, so I'll start one I guess.

It looks like it may be a nifty tool indeed. My main remark centres around that though. Shouldn't this be a forum under IE Modding Tools rather than Mega Modifications? Because this really is a modding tool rather than a mod, and one that requires a high level of expertise at that. In other words, your average player wouldn't install this unless another mod required it. Everything else in the megamod forum is on the lines of huge quest mods as listed in its byline (i.e. BGT, TDD, SoS, TS, NeJ, RoT, CtB, BP). I expect a lot of players might come here thinking "oh goody, I can install this and have a lot more creatures in my game!" - well, not really, unless you're going to be creating a mod that puts them in the game as well as their animations.

Secondly, I have to ask, but any chance of making the main patch a little more WeiDU-friendly? If for no other reason than most (pretty much all) megamods are WeiDU, thus better to have the chance of detecting each other and recording their installation in the WeiDU.log. I've done a WeiDU conversion for small snippets of your patch but don't understand the bsdiff/bspatch format well enough to translate it without a lot of manual hackery... maybe someone else can.

A couple other nitpicky things. The WeiDU component of your installer (the one that patches the _LOW animations I guess) created an /InfinityAnimations/backup folder whereas your main components are in /Infinity Animations (with a space). Thus creating two folders in the game directory. Probably better to use one, and leaving out the space might be more compatible.

The code window that shows the anisnd.ids and animate.ids entries is disconnected from the main window in the Resource tool. I didn't even see it on the first addition I made. Could it somehow be made a separate GUI element within the same window? Also, your supplied anisnd.ids and animate.ids files appear to be a bit botched - they had far more line feeds than any other such file to the extent they appeared blank at first. Anyhow, it is probably better (and easy) to patch these with WeiDU rather than regenerating or overwriting them. To that end, why not generate the WeiDU code rather than the entries themselves? It would only take a few more characters, e.g.:
APPEND ~animate.ids~ ~0x5263 SVIRFNEBLIN_PALE_AXE~ UNLESS ~^0x5263~
instead of
0x5263 SVIRFNEBLIN_PALE_AXE

If some of that sounds vague or critical - forgive me. I did this earlier on another machine and am just trying to recall some things from memory that might be improved. Great work though.

Now someone just needs to patch all the megamod creatures so they all use the proper animations (easier said than done, no doubt). It's not as easy as writing a fat regexp patch - someone would have to go through all those mods, look at all the creatures and specify the animation ID they should get, since there's so many conflicts. Hopefully this will resolve all that, eventually.

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#2 Arkenor

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Posted 02 December 2009 - 06:30 AM

Now someone just needs to patch all the megamod creatures so they all use the proper animations (easier said than done, no doubt). It's not as easy as writing a fat regexp patch - someone would have to go through all those mods, look at all the creatures and specify the animation ID they should get, since there's so many conflicts. Hopefully this will resolve all that, eventually.



What would be involved in that? If it's just a case of correcting the cre files to use the right animation, testing they work right, and exporting them for use in a new version of the mod's install I'd be up for going through some of the ancient mods like TDD (Or whichever one is most abandoned. Don't want to step on current maintainers toes, or duplicate effort.) . If it involves Weiduwizardry it would be above my paygrade though.

Is the intention that IA is installed before all content mods, or at the end? I'm assuming before, but want to be certain so I can wrap my head around this.

Edited by Arkenor, 02 December 2009 - 06:53 AM.

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#3 Erephine

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Posted 02 December 2009 - 06:45 AM

First of all, congrats on making this public at last. You don't have a thread pinned for general comments, so I'll start one I guess.

It looks like it may be a nifty tool indeed. My main remark centres around that though. Shouldn't this be a forum under IE Modding Tools rather than Mega Modifications? Because this really is a modding tool rather than a mod, and one that requires a high level of expertise at that. In other words, your average player wouldn't install this unless another mod required it. Everything else in the megamod forum is on the lines of huge quest mods as listed in its byline (i.e. BGT, TDD, SoS, TS, NeJ, RoT, CtB, BP). I expect a lot of players might come here thinking "oh goody, I can install this and have a lot more creatures in my game!" - well, not really, unless you're going to be creating a mod that puts them in the game as well as their animations.


They'd be exactly right thinking that. You just need to install it to make use of any extra animations that might have been added. The nature of this mod is most useful to those playing or developing mega mods, which is why I thought it was a good idea to put it here.

If you're not playing with anything that adds animations at all, there's no reason you should install this mod. It's kind of like the worldmap mod, just for animations.

Secondly, I have to ask, but any chance of making the main patch a little more WeiDU-friendly? If for no other reason than most (pretty much all) megamods are WeiDU, thus better to have the chance of detecting each other and recording their installation in the WeiDU.log. I've done a WeiDU conversion for small snippets of your patch but don't understand the bsdiff/bspatch format well enough to translate it without a lot of manual hackery... maybe someone else can.


I've thought about just calling the patcher from WeiDU (I'm not sure if that's possible?). I'd be happy if someone wrote a proper installer for this. Ideally it should:

.patch the executable (same as now, but check whether the version is correct)
.replace _LOW animations in vanilla game files while checking to not accidentally replace them for creatures using new slots

Further components could include:

.automatically detecting mega mods and replacing their animation references with compatible ones
.going through the vanilla game files to make use of new animations (i.e. placing the new content in the game)

A couple other nitpicky things. The WeiDU component of your installer (the one that patches the _LOW animations I guess) created an /InfinityAnimations/backup folder whereas your main components are in /Infinity Animations (with a space). Thus creating two folders in the game directory. Probably better to use one, and leaving out the space might be more compatible.


It was a typo. :(

The code window that shows the anisnd.ids and animate.ids entries is disconnected from the main window in the Resource tool. I didn't even see it on the first addition I made. Could it somehow be made a separate GUI element within the same window? Also, your supplied anisnd.ids and animate.ids files appear to be a bit botched - they had far more line feeds than any other such file to the extent they appeared blank at first. Anyhow, it is probably better (and easy) to patch these with WeiDU rather than regenerating or overwriting them. To that end, why not generate the WeiDU code rather than the entries themselves? It would only take a few more characters, e.g.:

APPEND ~animate.ids~ ~0x5263 SVIRFNEBLIN_PALE_AXE~ UNLESS ~^0x5263~
instead of
0x5263 SVIRFNEBLIN_PALE_AXE


I could do an extra section for WeiDU? Didn't really think about it to be honest.

I do want to keep it separate, but I could see about getting it a taskbar button, which would make it easier to keep track of it? It's prominently mentioned in the readme, so I thought people would know it's there. The .IDS files I supplied look fine in NI to me (and work with the game?), I wouldn't know about anything else. Feel free to attach versions that aren't like that.

Patching the base files with WeiDU would be a mess without much reason (for me anyway) because EVERYONE has the same vanilla animation info, and the extended info is going to be the same for everyone too.

If some of that sounds vague or critical - forgive me. I did this earlier on another machine and am just trying to recall some things from memory that might be improved. Great work though.

Now someone just needs to patch all the megamod creatures so they all use the proper animations (easier said than done, no doubt). It's not as easy as writing a fat regexp patch - someone would have to go through all those mods, look at all the creatures and specify the animation ID they should get, since there's so many conflicts. Hopefully this will resolve all that, eventually.


Yes. Someone will have to do that, and hopefully the people bug fixing/developing the remaining active mega mods won't shy away from it. This is mostly for them, as it were <3

People are free to supply WeiDU mega mod patches to convert them to use these as well (if the mod isn't actively supported anymore, etc.). You'd have to check all of the mod's added or altered .CRE files to search and find/replace specific references.


Also note to Miloch: Could you remove the second code box from the listings thread? I can see it being very confusing to people. The first's all that is needed. If you're listing which animations you added, do so in plain text. Keep discussion here :)

Note the second: I've removed the Svirfneblin animations you added from the list of animations to port. If you port any remaining IWD animations, leave a note in that thread so we don't end up with duplicates. :)

Edited by Erephine, 02 December 2009 - 07:06 AM.

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#4 Erephine

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Posted 02 December 2009 - 06:47 AM

What would be involved in that? If it's just a case of correcting the cre files to use the right animation, testing they work right, and exporting them for use in a new version of the mod's install I'd be up for going through some of the ancient mods like TDD. If it involves Weiduwizardry it would be above my paygrade though.

Is the intention that IA is installed before all content mods, or at the end? I'm assuming before, but want to be certain so I can wrap my head around this.


Correcting .CRE files should be fine for those. :)

It doesn't matter when it's installed, the only thing that matters is that the _LOW fixing component is added before new creature slots are used. (you could install it after any current mega mods, for instance)

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#5 Arkenor

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Posted 02 December 2009 - 07:08 AM

Hmm, looking through a few of the mods in question, it's going to be a tiny bit more complicated than I first thought. Many of the mods add and assign sounds to the animations they added, and these should probably be preserved where possible. Though they may be the same as the ones you're assigning to the ones you're adding.

Also, I just spent several seconds trying to clean the dot under your signature off my monitor.

Edited by Arkenor, 02 December 2009 - 07:11 AM.

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#6 Erephine

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Posted 02 December 2009 - 07:10 AM

Assign sounds how? If it's via .2DA files, you can simply rename it (it's in the readme).

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#7 Arkenor

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Posted 02 December 2009 - 07:13 AM

Assign sounds how? If it's via .2DA files, you can simply rename it (it's in the readme).


Aye, via 2da. Sorry if I seem a bit clueless. It's not really my area, animations. I was looking at the harpy in Drizzt's Saga as an example. My concern was if different mods assign different sounds to the same animation. It could start getting a bit messy.

I am thinking that if the goal is to maximise compatability, possibly the safest thing to do might be to include definitive soundsets in the install of IA, or is that a step beyond what you want to be doing?

Edited by Arkenor, 02 December 2009 - 07:35 AM.

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#8 Erephine

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Posted 02 December 2009 - 07:54 AM

No, it would definitely be a good thing if the IA Content files had sound effects where needed. This is one more of the things people can help with :) Go through the content and make sure things are okay-ish.

I think animation sounds don't have to be extremely accurate, since a lot can be set from .CRE files as well.

-

I'm currently in the process of adding these, but it's taking a while because some of them have black shadows instead of translucent ones. Have to fix that first :)

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#9 Arkenor

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Posted 02 December 2009 - 08:06 AM

I'm currently in the process of adding these, but it's taking a while because some of them have black shadows instead of translucent ones. Have to fix that first :)


Massively awesome. I didn't even realise Neverwinter Nights critters were an option. This project deserves to be considered the BG Bestiary.

I think the Drizzt Saga's team are still active, and seem to have quite a lot of IWD beasties converted. I hope they gets involved, and can donate them to the cause!

Edited by Arkenor, 02 December 2009 - 08:24 AM.

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#10 Erephine

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Posted 02 December 2009 - 08:56 AM

The missing IWD ones are listed in the porting notes thread. There's not really much porting needed for those actually, except for the dragon animation. Just need to rename the files and add them.

NWN creatures are definitely an option, I've got some half-ported ones myself that I'm eventually going to add.

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#11 Chevalier

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Posted 02 December 2009 - 09:01 AM

Ar.. rrr... re, Are, are you going to add the Gelatinous Cube????? :Tasty:



I have been wishing that some modder would have one with their mod.
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#12 Erephine

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Posted 02 December 2009 - 09:06 AM

I don't have files for it. :(

I tried to render it actually, but I couldn't figure out how to make it look right. I'm afraid I'm not very talented with 3D rendering, I can only do solid character/monster type things with my current method.

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#13 Chevalier

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Posted 02 December 2009 - 09:15 AM

Don't worry you are still a Goddess!!!! :Bow:
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#14 Miloch

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Posted 02 December 2009 - 03:28 PM

Now someone just needs to patch all the megamod creatures so they all use the proper animations (easier said than done, no doubt).

What would be involved in that? If it's just a case of correcting the cre files to use the right animation, testing they work right, and exporting them for use in a new version of the mod's install I'd be up for going through some of the ancient mods like TDD (Or whichever one is most abandoned.

Well, that's one way it could be done. The mods are all listed on that link. Most of them anyway... Aurora and Sheena are two I can think of that aren't, but the big ones should all be anyway. LC (Lost Crossroads) we can ignore since it's not released except as a animation pack similar to this (though maybe someone should tell Galactygon he doesn't have to stack animations now :)).

Don't want to step on current maintainers toes, or duplicate effort.) . If it involves Weiduwizardry it would be above my paygrade though.

There are only two problems with modding the CREs directly:

1) Some are messed up. Quite a lot are, actually. You might want to try patching them with the BWP Fixpack tools first (Taimon's CRE fixer, my CRE fixer and Nythrun's Resource Fixer). And please do not use NearInfinity to edit them - use DLTCEP or WeiDU. NI is probably what hosed them in the first place (see this post - likely from one of the NI developers).

2) The vast majority (perhaps all) of those big mods aren't actively maintained. Maybe this is a good thing, because it allows other people willing to help maintain them to step up without worrying too much about permissions (AFAIK no one's disallowed updates to the mods and it's generally been the rule over the years). Just check with Hoppy if you're doing stuff with CtB/SOS and erebusant if working with DSotSC/NTotSC/SoBH but since they've just stepped up for others (like Sir BillyBob and King Diamond) who've stepped up maintaining for others (who remembers anymore), it's not going to be a problem. Also, flysoup is still around but not actively maintaining Drizzt Saga and has given others permission to do so (not sure if anyone else is AFAIK).

Alternately, and this may be easier, you can just make a list of all the CRE files in the mods with an indication of which animation number they should receive (as per the pinned topic). Once that list exists, a WeiDU patch that addresses them all would be quick work (for me anyway, if no one else wants to do it). The second benefit of this is I can run the CRE fixers at the same time, and the resulting CREs can be retroported to the original mods.

If this discussion continues and others are interested, perhaps a new topic should be started so we can track who's working on which mod.

The nature of this mod is most useful to those playing or developing mega mods, which is why I thought it was a good idea to put it here.

Perhaps so, but I still think Modding Tools would be more appropriate. The other thing is it's going to be buried very quickly by competition with BGT/BWP/Megamod posts and questions, whereas in Modding Tools it will have constant front-page visibility, as there is little or nothing in the way of competing posts in that forum. But your call.

I've thought about just calling the patcher from WeiDU (I'm not sure if that's possible?). I'd be happy if someone wrote a proper installer for this. Ideally it should:

.patch the executable (same as now, but check whether the version is correct)
.replace _LOW animations in vanilla game files while checking to not accidentally replace them for creatures using new slots

It should be possible (already does the latter, no?) but ideally the whole patch should be converted to WeiDU. Also then other WeiDU mods using new animations can do a REQUIRE_COMPONENT or similar on this, whereas it's difficult or impossible now.

Further components could include:
.automatically detecting mega mods and replacing their animation references with compatible ones
.going through the vanilla game files to make use of new animations (i.e. placing the new content in the game)

Aye, something I mentioned above (and Aurora does the latter for goblins, though it'll need to be revised for the new slots).

I could do an extra section for WeiDU? Didn't really think about it to be honest.

I do want to keep it separate, but I could see about getting it a taskbar button, which would make it easier to keep track of it?

Well the WeiDU code entails the IDS entries, so it's kind of redundant to have both, but I guess it doesn't hurt. I don't really use the Windows taskbar... I didn't see the tiny subwindows since I was copying and pasting into EditPad. I'm just asking if they can be joined to the main GUI that has the batch renaming etc. - not in the same window but separate ones in the same GUI element, if that makes sense (don't know if it's possible in whatever programming language you're using, but it should be).

The .IDS files I supplied look fine in NI to me (and work with the game?), I wouldn't know about anything else. Feel free to attach versions that aren't like that.

Well, NI has some issues as previously mentioned. Open them in a text editor (any one - Notepad, EditPad, etc.). They probably "work" in game, but I wouldn't trust putting a bunch of extra line breaks in the file. It's messy anyway <_<. But like I said, it would be more useful to have a list of all the necessary APPENDs rather than the files themselves, unless you're actually rewriting existing entries (in which case REPLACE_TEXTUALLY is easy).

Patching the base files with WeiDU would be a mess without much reason (for me anyway) because EVERYONE has the same vanilla animation info, and the extended info is going to be the same for everyone too.

On the contrary, it keeps it from being a mess. Apart from what I mentioned, another problem is that every mod and its brother is going to start overwriting these files repetitively (and perhaps with false data). All they really need to do is check if the specific entries they're using are already present and add it if not (the APPEND ... UNLESS does that just fine). Now if this is installed early and overwrites complete, non-glitchy IDS files to begin with, that's fine, but it's the subsequent modders I'm worried about.

Also note to Miloch: Could you remove the second code box from the listings thread? I can see it being very confusing to people. The first's all that is needed. If you're listing which animations you added, do so in plain text.

Ok, done, but the second was a CODE tag, not CODEBOX, which screws up some browsers, including mine. I can see how the repeated code listings might get spammy, though datawise it's the same either way. (If it really bothered you, don't you have admin/goddess powers to edit other posts :huh:?)

I've removed the Svirfneblin animations you added from the list of animations to port. If you port any remaining IWD animations, leave a note in that thread so we don't end up with duplicates.

Ok, but I'm not planning on doing more any time soon, unless the existing megamods need some and someone else hasn't covered them. It looks like the majority should be covered, though there may be some exceptions.

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================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#15 Arkenor

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Posted 02 December 2009 - 04:11 PM

Alternately, and this may be easier, you can just make a list of all the CRE files in the mods with an indication of which animation number they should receive (as per the pinned topic). Once that list exists, a WeiDU patch that addresses them all would be quick work (for me anyway, if no one else wants to do it). The second benefit of this is I can run the CRE fixers at the same time, and the resulting CREs can be retroported to the original mods.

If this discussion continues and others are interested, perhaps a new topic should be started so we can track who's working on which mod.



Like this? I picked an easy one to start off. Couldn't give the animation numbers as these ones aren't added yet.

Drizzt Saga

Added Animations:
Frost Giant: MN02: IC_OROG2 	(Sounds packaged)
Cyclops: MCYC: IC_CYCLOP		(Sounds packaged)
Harpy: MTIC: IC_ICE_TROLL	(Sounds packaged)
Belhifet: MUMB: IC_UMBERHULK	(Sounds packaged)
Marilith: MTAN: IC_MERILITH



Creature Files using above animations.

F_BEL.CRE	Belhifet
F_CYCLOP.CRE	Cyclops
F_GIANTF.CRE	Frost Giant
F_HARPY.CRE	Harpy
F_MARI.CRE	Merilith

Going through Tortured Souls it looks like it's terribly well behaved and put most animations where they were already supposed to be, so if I'm reading this right, those ones will work without any changes once they've been added to IA:

Tortured Souls 6.10a

Basilisk : MBAS: BASILISK
Ghost : MGHO: IC_GHOST
Green Lizardman: MLI2 : IC_LIZARDMAN2
Verbeerg : MOR3 : IC_ORC_MELEE3
IWD Shadow: MSH1 : IC_SHADE
IWD Shadow 2: MSH2 : IC_SHADE2
Belhifet : MUMB IC_UMBERHULK  (Sounds Packaged) This anim set is in a folder called "Compat" seperate to the others. 

Most of the above appear to be unused in the mod itself.

Creature Files using the above animations

ICLIZ02.CRE : Green Lizardman
ICLIZ07.CRE : Green Lizardman
BASILL.CRE : Basilisk
PURANG.CRE : Verbeerg

Edited by Arkenor, 02 December 2009 - 05:00 PM.

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#16 Miloch

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Posted 02 December 2009 - 04:51 PM

Like this? I picked an easy one to start off. Couldn't give the animation numbers as these ones aren't added yet.

That should do, if the animations haven't been added yet (I guess I was wrong in saying most should be covered already). So the second step would be to "claim" slots for them using Erephine's resource tool in the base package. It isn't quite as easy as she makes out in the readme but is straightforward once you get the hang of it.

To summarise the process detailed in the readme (IV. Adding Animation Entries), it's basically:

1) Grab the text from the last listed codebox in this thread and preserve it as a text file or on the clipboard. (If you're on a different platform like Linux you may have to do some fancy manipulation to get it into Windows format but that shouldn't apply to most folks.)
2) "Claim" a slot with the resource tool and paste the codebox you copied when it asks for it. Choose the new slots based on the info in this thread. Most of these will be IWD large or small, unpaletted without paperdolls (unless they're NPCs).
3) Copy the new animate.ids and anisnd.ids entries and preserve them in a text file. Also copy the new resulting full list.
4) Finally, Batch Rename all the animations in the source mod by browsing to them, entering the existing prefix (mumb for example) and the new prefix assigned to your animation.
5) Repeat steps 2 to 4 for all animations you're adding. Finally, package all the renamed animations and upload them to the IA category in Downloads. Then paste your resulting codebox, and update the other threads with the information you've added as indicated.

The readme has more details but I'm just trying to summarise the process so it doesn't look quite so daunting :). Once you've added the slots, you can go back and put the animation slot numbers (such as 0x5223 or whatever) after the CRE names you've listed. This we will need when patching the CREs, which should be quite easy at that point.

Edit: we can probably copy and patch existing sound .2da files on the fly with WeiDU too, if there are ones that can be used as a base, otherwise they'll need to be written (I will need to add them for svirfneblin - they had to use the goblin ones before).

Edited by Miloch, 02 December 2009 - 04:54 PM.

Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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================================================================
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BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
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#17 Arkenor

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Posted 02 December 2009 - 05:07 PM

I'll have a go. I'm a bit uncertain about what I'm doing though. As I said, animations aren't really my area, but the instructions seem followable.

Are you sure that it's OK to just go grabbing the animations from other mods? I'll start with the Drizzt Saga ones, seeing as you mentioned Flysoup was alright with it.
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#18 Erephine

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Posted 02 December 2009 - 05:10 PM

I'll add the remaining IWD animations eventually if no one else does, so no worries about them :) They're really simple copy/rename style business. Just have to check for the larger animations (since BGII doesn't like frames larger than 255x255); from the ones I ported the Chimera had to have some of its frames adjusted a little.

Perhaps so, but I still think Modding Tools would be more appropriate. The other thing is it's going to be buried very quickly by competition with BGT/BWP/Megamod posts and questions, whereas in Modding Tools it will have constant front-page visibility, as there is little or nothing in the way of competing posts in that forum. But your call.


The problem I see with Modding Tools is that a tool doesn't add content, which this does. Like I said, I felt this is most similar to the Worldmap, which is here as well. I don't really care that much either way.

(I'm not sure we need to compete for posts, haha!)

It should be possible (already does the latter, no?) but ideally the whole patch should be converted to WeiDU. Also then other WeiDU mods using new animations can do a REQUIRE_COMPONENT or similar on this, whereas it's difficult or impossible now.


It's possible, but I wanted to avoid the huge .tp2 (bsdiff compresses extremely well) and keep it simple for me to maintain. You could still REQUIRE_COMPONENT if you check for the _LOW fix or the other (eventual) WeiDU components of this. You could also make a component check for the WeiDU component executing the current patch, now that I think about it.

It doesn't quite do the latter, it just replaces any _LOW (5xxx) animations it finds during install. A smart patch would replace all in the original game files and for override/mod files check if a creature looks like it should have a character animation (is it a humanoid race, does it have a corresponding class, etc.) and patch those while keeping new references (which could also be 5xxx) intact where they're used.

Well the WeiDU code entails the IDS entries, so it's kind of redundant to have both, but I guess it doesn't hurt. I don't really use the Windows taskbar... I didn't see the tiny subwindows since I was copying and pasting into EditPad. I'm just asking if they can be joined to the main GUI that has the batch renaming etc. - not in the same window but separate ones in the same GUI element, if that makes sense (don't know if it's possible in whatever programming language you're using, but it should be).


I don't think it's redundant but then I'm still somewhat averse to WeiDUing everything I confess. :/ If I port an animation I just want to put it in my .IDS and set it in NI to test, not write a .tp2 to patch and later accidentally mess things up with its uninstall.

Well, NI has some issues as previously mentioned. Open them in a text editor (any one - Notepad, EditPad, etc.). They probably "work" in game, but I wouldn't trust putting a bunch of extra line breaks in the file. It's messy anyway <_< . But like I said, it would be more useful to have a list of all the necessary APPENDs rather than the files themselves, unless you're actually rewriting existing entries (in which case REPLACE_TEXTUALLY is easy).


I've never had any problems with it that I can remember. If you'd like to write a smart .IDS patch I'm not stopping you :) It would need to make sure the list ends up exactly as the base list, which is... the same as copying it?

On the contrary, it keeps it from being a mess. Apart from what I mentioned, another problem is that every mod and its brother is going to start overwriting these files repetitively (and perhaps with false data). All they really need to do is check if the specific entries they're using are already present and add it if not (the APPEND ... UNLESS does that just fine). Now if this is installed early and overwrites complete, non-glitchy IDS files to begin with, that's fine, but it's the subsequent modders I'm worried about.


How would having the IDS patched to its base state via WeiDU rather than copying make any difference? Sorry if that's a daft question, .IDS patches aren't my forte.

Ok, done, but the second was a CODE tag, not CODEBOX, which screws up some browsers, including mine. I can see how the repeated code listings might get spammy, though datawise it's the same either way. (If it really bothered you, don't you have admin/goddess powers to edit other posts :huh: ?)


I do (I think?), but I confess I don't feel entirely comfortable editing other people's posts. :unsure: It's a can of worms I usually prefer to keep in safe distance from.



(that's an insane number of quotes we're up to there. ;) )

Edited by Erephine, 02 December 2009 - 05:19 PM.

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#19 Erephine

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Posted 02 December 2009 - 06:13 PM

OK, I really hope I got this right. I just added the one, to make sure I got it right. Belhifet. Will upload in a mo.


It looks completely fine entry-wise, except you seem to have copied the wrong .BAM files (in the .zip you uploaded, it's the IWD Tanar'ri). You should be able to edit the file.

This is supposed to be Belhifet:

Posted Image

He has the prefix MBE1 in IWD's files (not MTAN).

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#20 Arkenor

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Posted 02 December 2009 - 06:33 PM

OK, I really hope I got this right. I just added the one, to make sure I got it right. Belhifet. Will upload in a mo.


It looks completely fine entry-wise, except you seem to have copied the wrong .BAM files (in the .zip you uploaded, it's the IWD Tanar'ri). You should be able to edit the file.

This is supposed to be Belhifet:

Posted Image

He has the prefix MBE1 in IWD's files (not MTAN).


Oops. OK, that was quite a major mistake then! Will rectify. I guess we needed Tanarri anyway. My stumbling block was not having the slightest idea what a Belhifet was! That, and not paying enough care and attention.

Edited by Arkenor, 02 December 2009 - 07:01 PM.

Arkenor Oakshadow
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Meddling in the affairs of modders. Modding in the affairs of genie.



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