This is a mod that i've been dreaming of since bg2 came out.
i must ask, however, if whether the paperdoll shields could remain BG2 style rather than BG1 style. While the shield BAMs have been made to look like BG1 style, the description pictures do not match. This discrepancy is more or less a nuisance, but i'm wondering if there is a quick way to maintain the BG2 shield looks.
once again, good work.

item compatibility
Started by
-Notasophist-
, Sep 25 2004 01:21 PM
6 replies to this topic
#1
-Notasophist-
Posted 25 September 2004 - 01:21 PM
#2
Posted 25 September 2004 - 03:21 PM
Possibly, yes. It'd take a bit of work though, and to be honest I hate BG2's shield looks. I'd rather adjust the description and avatar graphics.
That, however, is an awful amount of work
That, however, is an awful amount of work

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#3
Posted 25 September 2004 - 05:09 PM
When will you be done??I'd rather adjust the description and avatar graphics.
That, however, is an awful amount of work

I know you haven't said that you would do this and even if you did you would not know when you would be done.

I Ride for the King!
a.k.a. Chev
#4
Posted 17 October 2004 - 03:44 AM
Avatars are obviously a lot of work, but can't you just port some of the description graphics over from BG1 as well? Helmets and shields would be the important ones for consistency, I guess.
Edited by SimDing0, 17 October 2004 - 03:53 AM.
#5
Posted 21 October 2004 - 12:46 PM
Oh, that's easy. I'll do it when/if I find the time 
Avatars would be possible too, if I knew how to code, how the BAM format is composed, and had a bit of time on my hands.
You'd need a converting tool - and do the two handed battle animations for the BG1 avatars. After that's done, you'd need the complex scripting and item-EFF'ed avatar selection method to have the right animation displayed for your character (since BG2 uses its horrible one-size-fits-all animations).
If anyone wants to help me out and fits the criteria matched above, I'd be willing to invest work in this. Especially since it's going to work (with minor adjustments) for all IE games which unfortunately use BG2 content (ID: HoW, ID2, BG2).

Avatars would be possible too, if I knew how to code, how the BAM format is composed, and had a bit of time on my hands.
You'd need a converting tool - and do the two handed battle animations for the BG1 avatars. After that's done, you'd need the complex scripting and item-EFF'ed avatar selection method to have the right animation displayed for your character (since BG2 uses its horrible one-size-fits-all animations).
If anyone wants to help me out and fits the criteria matched above, I'd be willing to invest work in this. Especially since it's going to work (with minor adjustments) for all IE games which unfortunately use BG2 content (ID: HoW, ID2, BG2).
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#6
Posted 21 October 2004 - 01:12 PM
I... don't see how you'd automate converting BG1 avatars to the BG2 format. A good bet might be to try contacting my good colleagues over at dragonlancetc.com (try a forum post). Avenger can code, and presumably knows the BAM format, seeing as he, like, wrote a BAM editor for DLTCEP. And Max understands the EFF avatar selection better than anyone. If you can persuade them that it'd work nicely with DLTC (and hell, I'll try too), maybe they can help you out.
#7
Posted 21 October 2004 - 02:41 PM
Automate converting BG1 avatars to BG2:
1.) The program reads the bitmaps and bitmap offsets from the BG1 BAM
2.) The program writes the BG2 BAMs and places the animations from BG1 accordingly
The way the animations are built is different - the sequences are arranged in a different way, and the placement (and number) of frames per sequence is different as well.
The first step would be to build a comprehensive table, pointing BG1 naming/sequence/frame order to the corresponding BG2 names/sequences/frames. Then the conversion tool can be coded, which reads the BG1 animations and saves them in BG2's scheme. There will, of course, be some blanks (like the left-handed weapon animations, since they do not exist in Baldur's Gate 1) which will have to be dealt with.
1.) The program reads the bitmaps and bitmap offsets from the BG1 BAM
2.) The program writes the BG2 BAMs and places the animations from BG1 accordingly
The way the animations are built is different - the sequences are arranged in a different way, and the placement (and number) of frames per sequence is different as well.
The first step would be to build a comprehensive table, pointing BG1 naming/sequence/frame order to the corresponding BG2 names/sequences/frames. Then the conversion tool can be coded, which reads the BG1 animations and saves them in BG2's scheme. There will, of course, be some blanks (like the left-handed weapon animations, since they do not exist in Baldur's Gate 1) which will have to be dealt with.
崇高与滑稽
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