Caedwyr Posted May 18, 2008 Share Posted May 18, 2008 0x7400 MDOG CGAMEANIMATIONTYPE_DOG_WILD0x7401 MDOG2 CGAMEANIMATIONTYPE_DOG_WAR 0x7402 MDOG CGAMEANIMATIONTYPE_DOG_MOON As you can see both 0x7400 and 0x7402 use the MDOG prefix. Is this a typo and should one be something different or is the same prefix used twice? Link to comment
Avenger Posted May 18, 2008 Share Posted May 18, 2008 Since the animations themselves are only palette changes, i guess they just used the same sound files for them. You can easily check this, look for mdog*.2da files. Link to comment
devSin Posted May 18, 2008 Share Posted May 18, 2008 It depends. Some animations are bound to different "tags" (MCAR to MCWL, MSLM to MSLI1-5, MSPI to MSPI1-5, etc.) while others all use the same "base" soundset (MBER, MGHL, etc.). I can't remember that MDOG2 is even used; I'm inclined to say that it isn't (all dogs use MDOG). Link to comment
Caedwyr Posted May 19, 2008 Author Share Posted May 19, 2008 Is there any way to associate a .bam file with a certain creature animation if following the naming scheme for the files doesn't work? For example, I can throw a BAM file named "acatinv.bam" into my override folder and in-game if I have a character using the Cat animation (ACAT from ANISND.ids), their inventory paper doll will be whatever I put in "acatinv.bam". However, trying to use both 0x7400 MDOG CGAMEANIMATIONTYPE_DOG_WILD0x7401 MDOG2 CGAMEANIMATIONTYPE_DOG_WAR And naming the file mdoginv.bam and mdog2inv.bam respectively has no effect on the inventory screen paper doll. Is this just going to be some randomly hardcoded feature of the engine or is there another place I can look to see/fiddle with to get things working as I want? Link to comment
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