when i try claim an animation i get error
Error:cant create control. The current thread will exit
Claim new animation issue
#1
Posted 15 January 2014 - 03:18 AM
#2
Posted 15 January 2014 - 08:54 AM
Have you copied the animations listings into the reference picker ?
http://www.shsforums...gs/#entry543576
CARPE DIEM ....
In progress : Menace sur le Royaume de Diamant Éternel there.
#3
Posted 15 January 2014 - 09:54 AM
I fix it running it from administrator mod.
Now another question. I claimed my animation "Probe". It returns me new 2 IDS list which i copied and make new animate.ids and new anisnd.ids
when in Keeper i set appearence to Probe, game frezzes and not loading
Baldur.err told assertion failed
File: ObjAnimation.cpp
line: 19932
Edited by Probe, 15 January 2014 - 10:24 AM.
#4
Posted 15 January 2014 - 10:15 AM
....
Edited by Probe, 15 January 2014 - 10:23 AM.
#5
Posted 15 January 2014 - 03:41 PM
The Death Knight is either a BG1 Simple Monster or BG1 Simple Caster. I am not sure which offhand - try it in both and make sure you copy the existing listings, then claim a new slot, copy the animation entries exactly as-is (including special characters) and rename your BAMs with those prefixes.
So, with the latest list as linked above, the new entries for a simple monster with paperdoll (since you apparently want it for a party member) would be something like:
0x547D DEATH_KNIGHT_NEW 0x547D £AD CGAMEANIMATIONTYPE_DEATH_KNIGHT_NEW
And you'd rename your animations from MDKNG1.BAM to £ADG1.BAM etc. and put those in your override folder. You need to have your system set to a Western European codepage (as described in the readme) for all this to work.
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
#6
Posted 16 January 2014 - 01:03 AM
DK is simple monster for sure.
Hmm.. but why i need put that strings
0x547D DEATH_KNIGHT_NEW 0x547D £AD CGAMEANIMATIONTYPE_DEATH_KNIGHT_NEW
Why i cant change £ to another letter and edit ids by hand?
Edited by Probe, 16 January 2014 - 07:00 AM.
#7
Posted 16 January 2014 - 06:34 PM
Why i cant change £ to another letter and edit ids by hand?
You can't do that with Infinity Animations. You have to use the exact code assigned by the reference picker. That's how the code works.
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
#8
Posted 11 July 2016 - 06:18 AM
I resurect that thread
Now i want to add animation to BGEE
What i done
I take mgwe*.bams (werewolf) coz it haz only 4 bams i need - edited it,
Ingame all work perfect when i set appearence in Keeper to werewolf
Now what i need.
1) Make that animation unique - so not every werewolf ingame has my appearence
2) Change sounds of attack ant etc to human
3) Attach paperdoll
How to do it?
Maybe i somehow can dublicate werewolf to werewolf_new, then change bams, paperdoll, and sounds?
#9
Posted 11 July 2016 - 07:22 AM
And your resurrection is made is a totally off topic and erroneously. Anyways.
In EE games, you just add NEW .bam files.. with a registered pre-fix, and then you just make a .2da file(that looks exactly like the MGWE.2da) with the prefix file names you used, add the soundfiles you set in the .2da file... and that's pretty much it. The MGWEINV.bam is the inventory paperdoll ...
In non-EE games, you should just forget about it for now. ...
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#10
Posted 13 July 2016 - 12:07 AM
thanks for answer..
Didnt really understood about prefix..
Can i use anyone that not used in game? like XY for example?
#11
Posted 13 July 2016 - 12:48 AM
Didnt really understood about prefix..Well, if you make it only for your self yes, but if you intent to make a mod others would use, then you need to register a prefix in the above linked forum... yes, the link goes to an ad page ... but wait for the 10 seconds it requires and you eventually get to the correct page after pushing the skip action/what ever. After that you should post your prefix request and the forum maintainer will reply to your post to give you the approval.
Can i use anyone that not used in game? like XY for example?
Edited by The Imp, 13 July 2016 - 02:14 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#12
Posted 13 July 2016 - 02:40 AM
Yeah i want to make a mod
BIG THANKS for helping The Imp
#13
Posted 15 July 2016 - 12:17 AM
And your resurrection is made is a totally off topic and erroneously. Anyways.
In EE games, you just add NEW .bam files.. with a registered pre-fix, and then you just make a .2da file(that looks exactly like the MGWE.2da) with the prefix file names you used, add the soundfiles you set in the .2da file... and that's pretty much it. The MGWEINV.bam is the inventory paperdoll ...
In non-EE games, you should just forget about it for now. ...
And how i attach bams to creature?
I mean i did what u said
Created BAMS with new prefix "XY" (just to be sure it wroks)
Copy MGWE.2DA to XYWE.2DA
But how attach all it to creature so i can chhose that animation in EE keeper for my character?
#14
Posted 15 July 2016 - 12:31 AM
As i remember i need to do smth with EXTANIM.2da EXTSPEED.2da and ANIMATE.IDS
#15
Posted 15 July 2016 - 12:55 AM
Did all as suggested but now i have empty circle and no my animation
#16
Posted 15 July 2016 - 12:56 AM
But how attach all it to creature so i can chhose that animation in EE keeper for my character?
Well you need to extend the animate.ids file with the file .2da name, so in weidu code for example you just:
APPEND ~animate.ids~ ~2101 XYWE~ UNLESS ~XYWE~
the 2101 is an example number... that the vanilla (EE) game doesn't use it, so you can use that, the 2102 and so forth in hexadecimal(so the a, b, c, d, and e's work too) up until 21ee, as the game holds the 2200 to one animation..
And then you assign that number to the .cre's offset 0x0028 .. and if you read the text in that, you'll know why this is hard in the non EE games, but it's not so in them as the game reads the file when it's ran, so you can extend it and use the resulting files without need to edit the .exe file.
Edited by The Imp, 15 July 2016 - 12:57 AM.
Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit).
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.
#17
Posted 15 July 2016 - 01:17 AM
I did all by tutorials and totally confused why it not working
What i did
1) Took "Werewolf Great" bams as example (coz i also need simple creature bams)
Edited 4 Bams:
MGWEG1.bam --> XYAAG1.bam
MGWEG1e.bam --> XYAAG1e.bam
MGWEG2.bam --> XYAAG2.bam
MGWEG2e.bam --> XYAAG2e.bam
(I check bams - they worked perfect ingame)
2) Add "0x7E02 XYAA" to Animate.ids
3) 32258 0 1 1 0 0 0 47 0 0 NONE NONE NONE 8 5 XYAA NONE 0 0 NONE
To EXTANIM.2DA
4) 32258 8
To EXTSPEED.2DA
Now in EEKeeper i choosing XYAA animtaion - and in-game it just empty circle
Edited by Probe, 15 July 2016 - 01:23 AM.
#18
Posted 29 August 2016 - 10:53 PM
EXTANIM.2DA [...] EXTSPEED.2DA
Now in EEKeeper i choosing XYAA animtaion - and in-game it just empty circle
This schema was totally overhauled in EE to the extent that the ext*.2da files are essentially obsolete. Each animation slot has its own .ini file that enables it and defines all the settings related to it. Your example would be 7e02.ini, though check that doesn't already conflict with an existing animation (a brown chicken for example, in some games). I'm not sure if the EE schema is documented anywhere; best bet may be to look at another similar .ini file.
For the record, this applies only to EE, not to Infinity Animations, which uses its own code to extend animations that were limited in the legacy games.
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