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c4_angel

Member Since 14 Sep 2013
Offline Last Active Feb 20 2019 12:10 AM

Posts I've Made

In Topic: IA in EE and question in animations walking speed adjusting

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.

In Topic: IA in EE and question in animations walking speed adjusting

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...

In Topic: IA in EE and question in animations walking speed adjusting

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.

In Topic: IA in EE and question in animations walking speed adjusting

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?

In Topic: NearInfinity

28 April 2017 - 05:01 PM

Sad...Thank you for reply.