
ANIMATION EDITING
#1
Posted 02 August 2004 - 08:52 PM
I've been going through the ani9mate ids file and the ani ids file as well as tearing through bgmain with a hex editor.. I've lost my old notes.. Does anyone have a proper IDS list of the left out animations for both of the forementioned IDS files.
I remember it took a horribly long time to catalog them all and plot all of the correct 0x???? values.
Additionally I can't remember if the FAL_ entries can be replaced in the exe. I'm assuming nobody's bothered with it, so I'll have to test that one myself. If it is do-able is there anyone here that could write me up an exe patch once testing has confirmed the plausability?
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#2
Posted 03 August 2004 - 12:39 PM
Thanks, I wasn't sure which one to put it in.Moved to somewhere more fitting.
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#3
-*Vlad*-
Posted 04 August 2004 - 03:10 PM
ANISND.IDS contains also their BAMs name.
#4
-*Vlad*-
#5
Posted 04 August 2004 - 06:23 PM
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#6
Posted 04 August 2004 - 06:30 PM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#7
Posted 04 August 2004 - 08:17 PM
There is a method for adding infinite entries. It's a complex work around developed by Max. Try a search on this and the DLTC forums for details.
Okay I've searched and searched here.. can't fin it - and the search option is not working for me :/
DLTC?
I've already been hex editing and it appears replacing the FAL_ entries with M??? entries is accepted by the engine - I haven't completed testing.. adding new entries ends with a checksum error.. Do you have any idea where I should be looking this is one of the three reasons I stopped so long ago.. I already had a conciderable cache of new monster graphics accumulated at the time.
Edited by Chevar, 04 August 2004 - 08:47 PM.
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#8
Posted 04 August 2004 - 11:23 PM
DLTC=DragonLance TCThere is a method for adding infinite entries. It's a complex work around developed by Max. Try a search on this and the DLTC forums for details.
Okay I've searched and searched here.. can't fin it - and the search option is not working for me :/
DLTC?
I've already been hex editing and it appears replacing the FAL_ entries with M??? entries is accepted by the engine - I haven't completed testing.. adding new entries ends with a checksum error.. Do you have any idea where I should be looking this is one of the three reasons I stopped so long ago.. I already had a conciderable cache of new monster graphics accumulated at the time.

#9
Posted 05 August 2004 - 12:40 AM
http://www.vladp.net/
I have recently added many new animations from IWD1-IWD2 into BG2. It takes only a couple of minutes to extract the corresponding 24 BAMs and rename them with a name of the listed incomplete animation (IC_). If you are lucky you will immediately see your animation working in the game. You don't even need to rename many BAMs because many of IC_(s) do exist in IWD1-IWD2. Just add the corresponding entry from IWD's ANIMATE.IDS into BG2's ANIMATE.IDS and you are set. My appreciation is that about 80-85% of all IWD1-IWD2 animations can be directly inserted into BG2.
Edited by Vlad, 05 August 2004 - 12:46 AM.
#10
Posted 05 August 2004 - 09:17 AM
There are a few that are buried in there that I don't know if they work like mwyv.
I wish that unlimited addition thing was still online.. I found the reference.. it was a link to teambg, which doesn't help.
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#11
Posted 05 August 2004 - 10:34 AM
There is a discussion on the at DLTC forums, in the DLTCEP sub-forum (in a thread about bam requests iirc). Galactygon is currently working on porting all the IE animations to BG2. And then he will release a small tutorial on how he did it.
Visit the IESDP
#12
Posted 05 August 2004 - 03:35 PM
okay... then how do you do weapon codes..The unlimited animation trick (well, one of them, which works best) is to blank out a creature animation, and then set your new animation as a weapon code for that creature.
There is a discussion on the at DLTC forums, in the DLTCEP sub-forum (in a thread about bam requests iirc). Galactygon is currently working on porting all the IE animations to BG2. And then he will release a small tutorial on how he did it.
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#14
Posted 06 August 2004 - 12:27 PM
-Galactygon