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Are door animations extractable from TIS files?


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#1 temnix

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Posted 26 December 2017 - 09:09 PM

Are closed door-open door animations something that can extracted from areas TIS resources? Are they BAMs or frames that can be converted to BAMs? I made a creature for a Conjuration spell that I may call Portcullis or Jam. It has adjustable personal space - from nothing to 7. It can switch from the special abilities bar, and when personal space is none, it also gets protection from hostiles. Enemies walk right through it on the way to the party. Use the ability again, and the "door" solidifies and closes. Enemies can smash it to get past, kill the creature. But all this requires some kind of door animation to play on top of it, or maybe a portcullis or folding screen.



#2 GeN1e

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Posted 26 December 2017 - 09:20 PM

Door graphics are part of the tileset. Theoretically you could decompress tileset, read the desired tiles and then construct a BAM from the data, but practically this is slightly above the average WeiDU sorcery you can find around the forums, so I doubt there's anyone who'd even think about trying it.


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#3 temnix

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Posted 27 December 2017 - 08:28 AM

Why Weidu, though? For decompressing? Surely there must be some regular tools for getting the graphics out of a tileset. I just need two frames, door closed and door open.



#4 Avenger_teambg

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Posted 27 December 2017 - 04:00 PM

dltcep can extract the doors as bmp. Can also convert to and from bam, but i don't quite understand why would anyone want a tis <-> bam conversion.

Sadly, it doesn't handle pvr compression correctly, so i cannot recommend it for EE tilesets.


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#5 temnix

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Posted 28 December 2017 - 07:35 AM

It's okay, I already drew my own portcullis. Not Leonardo, but it'll do. By the way, creatures walking through the "door" creature sometimes get stuck there. Even if the "door" dies, they may still get hitched on to something. I'm thinking of putting a local variable on the whole party, which should include the doors, when they "open," and scripting them to reload the open animation and reset personal space to 0 with that variable. Or maybe just tell them to teleport away anyone who is closer than at range 1, if they are in the "closed" state. Any other ideas? I would prefer to get rid of the avatar for the "door" completely, it's a beholder now under the Remove-Animation opcode. But I need a clickable circle. Use Doom Guard Large, maybe? I don't know if that would make a difference, but doom guards don't have any body to get stuck in.