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How do I use the DRIDER animations in my mod? (GOG BGII game)


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#1 jastey

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Posted 21 September 2014 - 06:27 AM

Hello,

I have a mod in beta that uses the DRIDER_MALE and DRIDER_FEMALE animations. I have a running BGII install with installed IA:

 

Quote

~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9900 // Saved Game Animation Fixer -> Correct only LOW animations: v5
 

In my mod I use the script:
        ActionOverride("c#sodrd1",Polymorph(DRIDER_MALE))

 

and it shows correctly as drider.

 

BUT:

I have a new install from the GOG BGII "complete" game now. If I install IA as above here, then my mod, then the driders do not have any animation - it's invisible with a red circle, and if it stars to fight, the game crashes.

 

Is this a problem based on my misunderstandning on how to use IA's animations, or is it a problem with the GOG version? Do I have to patch the GOG version somehow, before I can use it with IA?

 

Any help would be appreciated.



#2 The Imp

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Posted 21 September 2014 - 10:54 AM

What's your non-ansi codepage language ?
If the animation files are wrongly extracted before the mod is installed, they won't work, and cause a crash.


Edited by The Imp, 21 September 2014 - 03:20 PM.

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 jastey

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Posted 21 September 2014 - 11:06 AM

Non-ansi code language - where? (Sorry, noob here in this regard..)



#4 The Imp

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Posted 21 September 2014 - 03:19 PM

Points to the Megamods FAQ post that's about it... :P :devil:

The only reason it's in the FAQ is that the Infinity Animations uses that as tentacles. It is promised to be fixed(removed) in the next update.


Edited by The Imp, 21 September 2014 - 03:22 PM.

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.


#5 Miloch

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Posted 30 September 2014 - 07:48 PM

jastey, on 21 Sept 2014 - 14:27, said:

Hello,

I have a mod in beta that uses the DRIDER_MALE and DRIDER_FEMALE animations. I have a running BGII install with installed IA:

 

Quote

~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9900 // Saved Game Animation Fixer -> Correct only LOW animations: v5
 

In my mod I use the script:
        ActionOverride("c#sodrd1",Polymorph(DRIDER_MALE))

 

and it shows correctly as drider.

 

BUT:

I have a new install from the GOG BGII "complete" game now. If I install IA as above here, then my mod, then the driders do not have any animation - it's invisible with a red circle, and if it stars to fight, the game crashes.

 

Is this a problem based on my misunderstandning on how to use IA's animations, or is it a problem with the GOG version? Do I have to patch the GOG version somehow, before I can use it with IA?

That main component (the first one) should patch the .exe, or fail to install if it doesn't. However, I don't know if the GOG executable differs from vanilla. I assume we would've had a ton of failure reports if it wasn't working.

 

You do have to make sure you've extracted whichever content archive includes the drider (offhand the IWD one I guess) to your infinityanimations/content folder before installing the mod, otherwise the animation will not be in your game.

 

(As far as what Jarno's talking about, I'm assuming your computer is either in English or German so should be fine... it's only really an issue for Russian, Chinese etc.)


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#6 jastey

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Posted 01 October 2014 - 11:43 AM

Thank you! I will have a look, again. But as I said, I have an install with the above WeiDU.log and the drider animation shows fine. I understood it is in the basic component? (I am really dull if it comes to understanding how IA works, or what each component does, exactly).



#7 Miloch

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Posted 01 October 2014 - 01:41 PM

The main component just patches the .exe to support new animations and installs whatever you've extracted to your infinityanimations/content folder. For the driders, you need to extract this module to that folder before installing. Offhand, I'd guess you did that for one install (where it works) but not the other, but let me know if it's something else.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#8 jastey

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Posted 09 October 2014 - 03:52 AM

That seems to be it. One stupid question, though - am I expected to copy the animation bams per hand into the infinityanimations/content folder? Without the species folder, I guess? Or am I missing something (again)?

Yes, that works. Great! I totally forgot I did this when instaling the first time. Thank you!


Edited by jastey, 09 October 2014 - 04:04 AM.


#9 jastey

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Posted 21 October 2014 - 11:40 AM

Erm, remotely related question:

 

Does any of this work for BGII:EE, too? Or: What do I have to do to use drider animations in a BGII:EE compatible mod?



#10 Miloch

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Posted 21 October 2014 - 01:38 PM

Unfortunately, no, or at least I would be very surprised if it works on EE. It's designed only for games using the Windows ToB executable. If you want to use the drider with the current EE games, you'll need to patch extanim.2da and extspeed.2da. That's actually much easier, because then you can just include the drider animation as-is. See this mod for some examples (it includes the drider I believe).


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#11 jastey

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Posted 22 October 2014 - 03:08 AM

This would be exactly it, I suppose! (Although I have trouble downloading it, but that should be solved soon.)

 

Aaaand another, related, stupid question: Is it possible to include the drider animations into my (classic BGII/BGT) mod version, so that they will be compatible with IA? Say, only integrate the part where the drider animations are patched to the right slot using the same names etcpp. - so my mod does not crash because the player didn't install IA?

 

Would this be possible or a very bad idea?



#12 The Imp

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Posted 22 October 2014 - 03:25 AM

jastey said:

Would this be possible ...

Yes, just do as the w_mule mod did on the regular BG2 side, while the above on the other. Yes, you actually need the same animation files for both so...


Edited by The Imp, 22 October 2014 - 03:26 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.


#13 jastey

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Posted 22 October 2014 - 03:56 AM

The mule mod requires IA for BGII. This is one solution but not the one I was asking about?



#14 The Imp

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Posted 22 October 2014 - 04:09 AM

Yes, but just the primary .exe hack(~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5), nothing dramatic, like bloat load of IA content, it installs the animation itself.

Which you have the permission to substitute.


Edited by The Imp, 22 October 2014 - 04:17 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.


#15 jastey

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Posted 22 October 2014 - 05:24 AM

Ah, for BGII I need the exe hack for additional animations - if they are supposed to be compatible with IA? Sorry, I really do not know how this mod works.



#16 jastey

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Posted 28 October 2014 - 07:39 AM

Another question concerning IA's philosophy: Is it OK if I include IA animations in my mod (female and male drider in my case), just to make sure they are installed (and to save the player the hassle of preparing IA)?

IA's main component would be required to use them, of course, I only want to spare the player the work of reinstalling because he forgot to unpack the animations. Is this acceptible or a complete no-go?



#17 Miloch

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Posted 30 October 2014 - 06:56 AM

Yes, you can include the animations and even the patching code, if you don't want to require the whole mass of IA as a prerequisite. You can also implement a workaround for systems that can't handle the IA patch by using the drider in an existing unused slot (for OSX for example). There should be examples of that code here (I think you should still have access). If you need more technical help, just PM me; I might be able to adapt it to your tp2.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle