temnix Posted December 10, 2020 Share Posted December 10, 2020 Can somebody share ghost BAMs from Icewind Dale? Their names start with MGHO. Or maybe a screen shot first, to see what they are like. I'll credit you. In the Credit Suisse Bank. Quote Link to comment
Jarno Mikkola Posted December 10, 2020 Share Posted December 10, 2020 (edited) Why not download them directly from Infinity Animations part 001... main readme has pictures, but it's delivered in a web format in the main archive. Can you now undestand why they (Beamdog) did this ? As you only need an .ini and the .bam files and it works wonders in the game... rather than edit the main .exe to include things, while keeping the same file size, as modders had to do previously. Or extend the main .exe with an extension. Like they do now with TobEx and Infinity Animations, in the non EE games. Hmm, I am not completely sure if all the files depicted(primarily the green ghost) are found in the part 001... but they will be in one of the other, but most of them are in the 001. Edited December 10, 2020 by Jarno Mikkola Quote Link to comment
temnix Posted December 10, 2020 Author Share Posted December 10, 2020 That's the ghost? How lousy. There was some other kind of ghostly undead creature, somewhere, more impressive. And enough nonsense about sound sets. Nobody needs to do any editing of exe files for sounds. The first EE game already had the INI-CRE sound system, only CRE sounds were assigned, and in BG2EE they are simply not. But then, I don't trust any explanation from you. It may all be just your fantasy. Quote Link to comment
Jarno Mikkola Posted December 11, 2020 Share Posted December 11, 2020 (edited) Hmm, you might be talking about the so called true shadow: from Planescape Torment. 8 hours ago, temnix said: Nobody needs to do any editing of exe files for sounds. The first EE game already had the INI-CRE sound system, only CRE sounds were assigned, and in BG2EE they are simply not. But then, I don't trust any explanation from you. It may all be just your fantasy. Really ? Well that's fine. Cause I have got a BG1EE v1.3.2053 and legitimally, it has no .ini files in it: It used the .2da files to assign sounds. .. from what I can tell. From to: Mhob.2da: Mhob/hobgoblin *** SOUND ATTACK hobgl10 nosound nosound ATTACK 2 0 0 AWAKE *** AWAKE 0 CAST *** CAST 0 CONJURE *** CONJURE 0 DAMAGE hobgl08 DAMAGE 0 DIE hobgl09 DIE 0 HEAD_TURN *** HEAD_TURN 0 READY *** READY 0 SHOOT *** SHOOT 0 TWITCH *** TWITCH 0 WALK *** WALK 0 ATTACK_SLASH hobgl06 nosound nosound ATTACK_SLASH 2 0 0 ATTACK_BACKSLASH hobgl06 nosound nosound ATTACK_BACKSLASH 2 0 0 ATTACK_JAB hobgl06 nosound nosound ATTACK_JAB 2 0 0 EMERGE *** EMERGE 0 HIDE *** HIDE 0 SLEEP *** SLEEP 0 Battle_Cry hobgl03 hobgl04 Battle_Cry 0 0 Selection hobgl01 hobgl02 Selection 0 To 8100.ini: // MHOB hobgoblin [general] animation_type=8000 move_scale=5 ellipse=16 color_blood=47 color_chunks=0 sound_freq=7 personal_space=3 cast_frame=4 [monster_layered] resref=MHOB resref_weapon1=S1 resref_weapon2=BW [sounds] attack=hobgl10,blank,blank attack_frame=2,0,0 awake= awake_frame=0 cast= cast_frame=0 conjure= conjure_frame=0 damage=hobgl08 damage_frame=0 die=hobgl09 die_frame=0 head_turn= head_turn_frame=0 ready= ready_frame=0 shoot= shoot_frame=0 twitch= twitch_frame=0 walk= walk_frame=0 attack_slash=hobgl06,blank,blank attack_slash_frame=2,0,0 attack_backslash=hobgl06,blank,blank attack_backslash_frame=2,0,0 attack_jab=hobgl06,blank,blank attack_jab_frame=2,0,0 emerge= emerge_frame=0 hide= hide_frame=0 sleep= sleep_frame=0 battle_cry=hobgl03,hobgl04 battle_cry_frame=0,0 selection=hobgl01,hobgl02 selection_frame=0 fall=fal_02b fall_frame=0 Edited December 11, 2020 by Jarno Mikkola Quote Link to comment
DavidW Posted December 15, 2020 Share Posted December 15, 2020 The ini system for animations was introduced with IWDEE (to make it easier to manage the large number of new animations), and then backported to BG2 and BG2EE. Quote Link to comment
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