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how to add creature animations from IWD(EE)?


subtledoctor

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Posted

I'd like to make a spell or two that involves creatures that exist in IWD.  The basic little beetle, the rhino beetle, maybe the yeti and a couple more.  These exist in BG2EE v2.5.16:

64326532_ScreenShot2019-11-23at1_46_42PM.png.354a48341c1998838fee27eb0211dce7.png

...but creatures using them show up with no animation.  I've never really dealt with animations - there's no simple file I can copy and patch.  I know some mods do this, e.g. IWDification creates the Giant Insect spell.  That mod does this:

	DEFINE_ACTION_FUNCTION cd_animation
  STR_VAR
    code = ""
  BEGIN
  ACTION_IF ee_game BEGIN
	    ACTION_BASH_FOR ~iwdification/animations/%code%~ ~^.+\..+$~ BEGIN
	      ACTION_IF !FILE_EXISTS_IN_GAME ~%BASH_FOR_FILE%~ BEGIN
	        COPY ~%BASH_FOR_FILESPEC%~ ~override~
	      END
	    END
  END
	END
	LAF cd_animation STR_VAR code = e220 END // 57888 MBBM beetle_black

But I can't really figure out what it's doing there, to reproduce it.  It references a folder that contains a bunch of .WAV and .BAM files... is it just copying them into /override?   In that case I would need the equivalent .WAV and .BAM files for my desired animations.  But I don't know how to identify them.  Is there any way to (reasonably easily) export the requisite files from a .CRE in IWDEE?

Posted

Let me first tell you that I have no idea what I'm writing about.

As far as I understood, EE has the animation slots reserved and connected with the right animation name. All that's missing is the correctly named BAM and WAV files for the animation in question. I am doing a smiliar thing for the Drider animation in my Solaufein mod.

Tagging @Gwendolyne for the real info.

Posted
2 minutes ago, jastey said:

 EE has the animation slots reserved and connected with the right animation name. All that's missing is the correctly named BAM and WAV files for the animation in question.

That is a much more elegant way of saying what I seem to be seeing in NI😄

In which case the only question is how to find and copy the appropriate BAM and WAV files. 

Posted (edited)

That's a big issue with EE games: Beamdog released them without all files. The purpose of Infinity Animations is to fix that and to harmonize all animations slots that may be different in BG and IWD.

@subtledoctor

If you can wait for a couple days, I could provide you with the first component of Infinity Animations which install all missing files according to the games.

Edited by Gwendolyne
Posted

For animations that are already defined by INI file stubs all you have to do is to provide the missing BAM and WAV files. The INI filenames are identical to their hexadecimal slot numbers listed in ANIMATE.IDS, e.g. BEETLE_BORING animation with slot number 0xE200 is defined in E200.INI.

The WAV files are all referenced verbatim in the INI files, so you can look for them directly in IWD:EE. The BAM files are referenced by their respective animation prefix, which usually includes some 20 files. For example E200.INI (Boring Beetle) refers to "MBET" which includes MBETA1, MBETA1E, MBETCA, MBETCAE, MBETDE, MBETDEE, MBETGH, MBETGHE, MBETGU, MBETGUE, MBETSC, MBETSCE, MBETSD, MBETSDE, MBETSL, MBETSLE, MBETSP, MBETSPE, MBETTW, MBETTWE, MBETWK and MBETWKE.

The suffix for type E000 animations indicates the various creature actions (A1=Attack variant 1, CA: spellcasting-related, DE: dead, GH: get hurt, GU: get up, SC: stance, SD: stand, SL: sleep, SP: spellcasting-related, TW: twitch, WK: walk, and their respective eastern directions specified by the 'E' suffix).

 

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