I am porting a brand new huge animation (750x750 px) - sorry, I will release its name only when it will be finished - using the XDR animation type (dragons).
The frames are almost finished and I made several tests overwriting the MDR1nnnn.bam files :
1. Series MDR11nnn : WALK. Works fine.
2. Series MDR12nnn : SC and SD. --> little glitch.
After analyzing the dragon format, the 9 first cycles are SC, the 9 next ones (9-17) SD and the 9 last (18-26) are copies of the 9 first.
Problem : the engine always displays the 9 first and makes no difference for SC and SD. I tryed all the possible combinations (SC-SD-SC, SC-SC, SD, SD-SC-SD, SD-SD-SC...) and beleave me, it was just like hell to create many files with 27 cycles and split them into 81 sub-files.
Looking at the red dragon files, my definition is good and it seems that only the 9 first ones are displayed even when you create a dragon.
3. Series MDR13nnn : A1-A2-A3. --> same glitch.
Looking at the MDR3 vanilla files, there are 3 blocks of 9 cycles, the last two blocks repeating the first block (a wing attack).
As all the BG2 formats use 3 attacks, I thought that I could change the last two blocks with different attack animations in order to display 3 attacks (A1, A2, A3). It doesn't work. Only the first one is displayed even when you use the backslash one.
Is it a bug, or is it special for dragon animations ?
4. Furthermore, I use the MDR1_BL1_5, MDR1_GR1_5, MDR1_PU1_5 bmp files with new palettes to easily create coloured versions of this new monster.
It works fine in-game using the dragon slots but I wanted to know it was possible to use this way of coding with I.A. : I didn't see anything about that in the whole documentation.
It it is not, would it be possible to implement it into the incoming version ?
I don't know if someone will be able to give me answers as nobody has ever ported an animation of this type, well... as far as I know,..
But let's be optimistic a few day before Xmas.
Edited by Gwendolyne, 23 December 2013 - 10:48 PM.