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IA in EE and question in animations walking speed adjusting


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#1 c4_angel

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Posted 12 June 2017 - 10:48 PM

Hey folks,

I have 2 stuffs need answers here.


1. How can I make use of IA in EE games?

Since I found there are modifications to the bgmain.exe in .tp2 file, it seems IA is not for EE? If I'm right, is there any way to make apply new animations to EE games?


2. Which part of of the bam files of animations decide the walking speed? And is it possible to change that of animations already exists?


Thank you.

Edited by c4_angel, 12 June 2017 - 10:48 PM.


#2 The Imp

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Posted 13 June 2017 - 02:53 AM

1. Copy the .bam files, and the .2da files to the game folder's override folder. Then edit the animate.ids file to include the new identity, and then use it in the game, aka include .cre's that use the .ids.

Aka you don't need to edit the baldur.exe, as the EE game can read the in the files without a hack. But you need to create the essential file, it's name is the ids number, and it ends with .ini, example 0410.ini :

// GLPH trap_glyph

[general]
animation_type=0000
move_scale=0
ellipse=0
color_blood=47
color_chunks=255
sound_freq=-1
personal_space=3
cast_frame=4
brightest=1
light_source=1
multiply_blend=1

[effect]
resref=GLPHWRDH
shadow=SPSHADOW
palletized=1
random_render=1
delta_z=0
alt_palette=

[sounds]
attack=
attack_frame=0
awake=
awake_frame=0
cast=
cast_frame=0
conjure=
conjure_frame=0
damage=
damage_frame=0
die=
die_frame=0
head_turn=
head_turn_frame=0
ready=
ready_frame=0
shoot=
shoot_frame=0
twitch=
twitch_frame=0
walk=
walk_frame=0
attack_slash=
attack_slash_frame=0
attack_backslash=
attack_backslash_frame=0
attack_jab=
attack_jab_frame=0
emerge=
emerge_frame=0
hide=
hide_frame=0
sleep=
sleep_frame=0
battle_cry=
battle_cry_frame=0
selection=
selection_frame=0
fall=blank
fall_frame=0

There's mods that use this already.

 

2. None. Just adjust the .ini file above if the need arises.


Edited by The Imp, 13 June 2017 - 02:54 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.


#3 c4_angel

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Posted 13 June 2017 - 06:10 AM

1. Copy the .bam files, and the .2da files to the game folder's override folder. Then edit the animate.ids file to include the new identity, and then use it in the game, aka include .cre's that use the .ids.
Aka you don't need to edit the baldur.exe, as the EE game can read the in the files without a hack. But you need to create the essential file, it's name is the ids number, and it ends with .ini, example 0410.ini
 
2. None. Just adjust the .ini file above if the need arises.
Thanks, but still need more answers:
1. How should I edit the int values like xxx_frame=0...?

2. Which line specifies the move speed? move_scale? And you mean no way to change that of existing animations in vanilla games? And how about that in my own animation?

Edited by c4_angel, 13 June 2017 - 06:18 AM.


#4 Gwendolyne

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Posted 13 June 2017 - 07:44 AM

According to my experience, there are only 72 IA animations that need to be ported into EE. The other ones (mostly IWD ones) are already part of the EE ANIMATE.IDS file, common to BG:EE, SoD, BG2:EE and IWD:EE. ;)

 

Note: When I say IA animations, I mean animations from the original release, not registered by other modders (like me). I built an openoffice sheet that summarize this but don't have access to it until this evening..


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#5 The Imp

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Posted 13 June 2017 - 08:35 AM

...

Thanks, but still need more answers:

1. How should I edit the int values like xxx_frame=0...?

Most of those would likely be zeroes, as you don't have sound assets... yes, that's the sound asset assign-mentation spot. And your .cre's can do the same thing. .. I would expect.

2. Don't know...


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.


#6 Sam.

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Posted 13 June 2017 - 08:43 AM

According to my experience, there are only 72 IA animations that need to be ported into EE. The other ones (mostly IWD ones) are already part of the EE ANIMATE.IDS file, common to BG:EE, SoD, BG2:EE and IWD:EE. ;)

 

Note: When I say IA animations, I mean animations from the original release, not registered by other modders (like me). I built an openoffice sheet that summarize this but don't have access to it until this evening..

IIRC most of the IDS files etc. were left in SoD for all the "available" EE animations, but most of the actual BAM files for the "unused" animations (particularly the IWD series) were cut to save space.  I have read discussions about this before (although I couldn't link to any just this moment), and IIRC the consensus is for the most part, you can dump the missing BAM files into the SoD override folder from IWD and everything works fine from that point.


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#7 Gwendolyne

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Posted 13 June 2017 - 10:01 AM

I agree. ;)

 

I was answering c4_angel: if he wants to use IWD IA animation slots in EE, there is no need to append the ANIMATE.IDS file.


Edited by Gwendolyne, 03 March 2019 - 10:04 AM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#8 c4_angel

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Posted 13 June 2017 - 12:09 PM

I agree. ;)
 
I was responding to c4_angel: if he wants to use IWD IA animation slots in EE, there is no need to append the ANIMATE.IDS file.
Get! and thank you all.

Still...If anyone could tell me which part of .bam, or anything else decide the walking speed, in vanilla game.......

Friends and I created an Azrael but the walking speed is unacceptablly slow.

Edited by c4_angel, 13 June 2017 - 12:11 PM.


#9 The Imp

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Posted 13 June 2017 - 12:25 PM

Friends and I created an Azrael but the walking speed is unacceptablly slow.
Try "move_scale=14" without the quotes... dah.

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 Andrea C.

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Posted 13 June 2017 - 12:43 PM

While we're at it—can WeiDU read inside these INI files and change the values within them?



#11 Gwendolyne

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Posted 13 June 2017 - 01:40 PM

Yes. Here is a code I use:

ACTION_DEFINE_ASSOCIATIVE_ARRAY GW_ini_files BEGIN
MCHB,    ACHB    => 7d02
MCHW,    ACHW    => 7d03
MGVE,    MGHI    => e293
END
ACTION_PHP_EACH GW_ini_files AS donnees => inifile BEGIN

    ACTION_IF (FILE_EXISTS_IN_GAME ~%inifile%.ini~) THEN BEGIN
        OUTER_SPRINT bamold EVAL "%donnees_0%"
        OUTER_SPRINT bamnew EVAL "%donnees_1%"
        OUTER_SPRINT headerold EVAL "// %donnees_0%"
        OUTER_SPRINT headernew EVAL "// %donnees_1%"
        COPY_EXISTING ~%inifile%.ini~ ~override/%inifile%.ini~
            REPLACE_TEXTUALLY ~\(resref=\)%bamold%~ ~\1%bamnew%~
            REPLACE_TEXTUALLY ~%headerold%~ ~%headernew%~
        BUT_ONLY
    END

END

You can change other lines. For example, move_scale=10 with move_scale=6 (movement speed decreased) ellipse=16 with ellipse=8 (smaller selection circle)...


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#12 Andrea C.

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Posted 13 June 2017 - 01:54 PM

Ah, perfect! Thanks a lot, Gwendolyne :)



#13 c4_angel

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Posted 16 June 2017 - 05:43 AM

Try "move_scale=14" without the quotes... dah.

Tried, and seems 12 or 13 is alright.
Still don't know how to change that in my BGT game...

#14 skellytz

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Posted 16 June 2017 - 07:23 PM

2. Which part of of the bam files of animations decide the walking speed? And is it possible to change that of animations already exists?

 

Still don't know how to change that in my BGT game...

It's not the BAM files themselves; the walking speed, selection circle size, etc. have always been notorious for being hardcoded in the originals. According to Infinity Animations readme, you can only change the selection circle size for new animations, but the walking speed adjustment has never been implemented.

 

It wasn't until BGEE and the now-obsolete EXTSPEED.2DA (externalized walking speed) that modders could finally change the walking speed of each animation.

 

Tough luck, I'm afraid. The only options for BGT seem to be changing the walking speed through CRE files or an appropriate opcode; however, there may and will be issues depending on what you want to achieve.


Edited by skellytz, 16 June 2017 - 07:27 PM.


#15 c4_angel

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Posted 18 June 2017 - 03:03 AM


2. Which part of of the bam files of animations decide the walking speed? And is it possible to change that of animations already exists?
 

Still don't know how to change that in my BGT game...

It's not the BAM files themselves; the walking speed, selection circle size, etc. have always been notorious for being hardcoded in the originals. According to Infinity Animations readme, you can only change the selection circle size for new animations, but the walking speed adjustment has never been implemented.
 
It wasn't until BGEE and the now-obsolete EXTSPEED.2DA (externalized walking speed) that modders could finally change the walking speed of each animation.
 
Tough luck, I'm afraid. The only options for BGT seem to be changing the walking speed through CRE files or an appropriate opcode; however, there may and will be issues depending on what you want to achieve.

Yes, that's what I choose by now. but I think new animations in contents in IA have various speed, but I don't find too much differences, only the count of frame, which confuse me.

#16 -elkanbrand-

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Posted 29 March 2018 - 12:31 PM

Is there a step-by-step tutorial or mod on adding these to EE?? I am sure many would like to be able to edit these who are not active modders. I am trying to get this to work in BG EE & IWD EE with the Orog Shaman model from IWD2. I followed above instructions but nothing happens in game--just a Myconid when selecting the model in EE Keeper. I just wanted to play an Ogre! using the Orog models, the shaman being the best and only in IWD2. After that, I will try adding more IA to BG EE from the IWD group as they look much better. Thanks for any help.

 

(I so love all the innovative and wonderful changes Beam Dog did to the Infinity games!!!! I cannot wait to see the wonder changes they make to NWN, since no one has ever do any modding on these game over the years).