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Questions on adding animations to the game

animations manual install

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#1 Vlan

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Posted Yesterday, 01:40 PM

Hello there,

I have an original BGT install with the Infinity Animation pack installed. I recently wanted to add some animations myself to this game, but I have some trouble getting them to work in game. When I try to spawn the monster, the game just crashes with this error message:

 

"An Assertion failed in ObjAnimation.cpp at line number 5950"

 

Loading the monster up in the Creature Animation Browser works. So does previewing it in a .are file of NI. So, the obvious question would be, why is spawning up the monster with the new animation crashing the game with the error message then? Do more files than ANIMATE.IDS, and ANISND.IDS need to be edited? 

 

Here is how it looks like in the ANIMATE.IDS

 

0x7f1a TEST_ANIM
ANISND.IDS:
0x7f1a TE#AN CGAMEANIMATIONTYPE_TEST_ANIM

 

Is there some kind of checklist that could give me some orientation?

 

Help would be much appreciated.


Edited by Vlan, Yesterday, 01:45 PM.


#2 Sam.

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Posted Yesterday, 03:12 PM

Did you use the IA Reference Picker utility to lookup the necessary info for choosing an appropriate slot and naming the BAM files accordingly, or just dump in something from the EEs?


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#3 Vlan

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Posted Yesterday, 08:14 PM

Oh, so I have to use IA Reference Picker then? No, I didn't use it. Is there an instruction how to do so, and where can I get it?

And yes, the animations do come from an EE mod.

 

edit: Ok, I looked up the anims.list:

 

So it looks like this now:

0x5296 TEST_ANIM

I renamed the .BAM files to µDLxxxx.bam

 

and edited the ANISND.ids

0x5296 µDL      CGAMEANIMATIONTYPE_TEST_ANIM

and now when trying to look up the animation in NI, it gives me an error message saying that "Animation Slot (5296) is not compatible with animation type (PLACEHOLDER)", even though the anims.list states:

 

0x5296 µDL EMPTY                              NORMAL 3 Io  IWD SMALL unpaletted
 

also tried using it with this one:

 

0x547d £AD EMPTY                              NORMAL 3 Xo  BGI SIMPLE MONSTER unpaletted
 
and it's the same message. 
 
Do the .bam files themselves also have to be edited via NI (editing cycles) to make them work with oBG2? Is there some naming conventions going on? 
 
edit2: weirdly enough, it IS showing up ingame now, but with animation errors (missing animations, and invisible frames)
 
Ok, so after checking the entries via the anims.list I got it working. However, some animations are using a completely different naming convention than the usual one.
 
Instead of for example xxxxA1.bam, or xxxxA1E.bam (for attack 0-180°, and 180°-360°), there are some monsters that use .bam files with 1-8 at the end (xxxxxG1, xxxxxG11, xxxxxG12, xxxxxG13) . All of them are also missing the animations from North to South clockwise. Is this some kind of new EE feature where you only have to provide °180 animations and the engine is doing the rest?

Edited by Vlan, Yesterday, 10:07 PM.