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Ghost graphics from Icewind Dale?


temnix

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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. 🙃

0x526a.gif.40522df29fa303f8e9e1af8290becdb9.gifimage.gif.67e110ac1245d29b51dcbfcfd648879b.gifimage.gif.6982eb660b609a5f6e17f22d6643d181.gifimage.gif.61f21cc5923642f590d36595b7f684ac.gif  image.gif.97a2d8a8f897aeec401ea4d88b547c35.gif

 

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 by Jarno Mikkola
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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.

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Hmm, you might be talking about the so called true shadow:

True_Shadow_SH.jpg 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:

bg1ee132053.jpg

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 by Jarno Mikkola
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