Moonboy187 Posted December 8, 2022 Share Posted December 8, 2022 Hi, As per the title, I was looking for a way to import some models from IWDEE to BGEE. Using NI I can see them but I cannot use them in game as there are no animations for them. For example, I can see the Frost Giant animation when looking at the IWDEE Chitin.Key, but if I export it into the BGEE overide folder, I still cannot see it. Is this something I have to use WeiDu to use in order for it to work? Thank you. Quote Link to comment
Guest Graion@Work Posted December 8, 2022 Share Posted December 8, 2022 Which monsters are you attempting to transfer over? In the EEs, all artwork has an INI file detailing their art and sound with animate.ids listing the used slots. In 90% of the cases, the INIs are shared between the games, so you only have to copy the artwork and the sounds over. Just crosscheck animate.ids. the animation entry's INI file, the IESDP creature INI description - INI file format: Creature Animations (gibberlings3.github.io) and ensure that you have all the bams and audio along. Quote Link to comment
argent77 Posted December 8, 2022 Share Posted December 8, 2022 The animation definition files have been unified across the games, but the actual graphics and sound resources exist only if the game actually uses them. You can inspect the respective .INI files for the creature animations to see which animation and sound files are expected. For example, the Frost Giant animation is defined by E24F.INI. The "resref" entry defines the BAM animation prefix, so you should copy all BAM files starting with that prefix over from IWDEE to BG2EE. The [sound] section defines the required WAV files used by the creature animation. You'll probably have to copy them over as well. Quote Link to comment
Moonboy187 Posted December 9, 2022 Author Share Posted December 9, 2022 17 hours ago, Guest Graion@Work said: Which monsters are you attempting to transfer over? In the EEs, all artwork has an INI file detailing their art and sound with animate.ids listing the used slots. In 90% of the cases, the INIs are shared between the games, so you only have to copy the artwork and the sounds over. Just crosscheck animate.ids. the animation entry's INI file, the IESDP creature INI description - INI file format: Creature Animations (gibberlings3.github.io) and ensure that you have all the bams and audio along. I was looking a look through the .CRE to have a look to see which would fit in to what I wanted to do, I found a few 16 hours ago, argent77 said: The animation definition files have been unified across the games, but the actual graphics and sound resources exist only if the game actually uses them. You can inspect the respective .INI files for the creature animations to see which animation and sound files are expected. For example, the Frost Giant animation is defined by E24F.INI. The "resref" entry defines the BAM animation prefix, so you should copy all BAM files starting with that prefix over from IWDEE to BG2EE. The [sound] section defines the required WAV files used by the creature animation. You'll probably have to copy them over as well. Thank you, I was a bit perplexed as to where the .INI was, but by editing the file animation it showed the files for the sound and .BAM. Thank you both for your help! Quote Link to comment
szef Posted March 28, 2023 Share Posted March 28, 2023 (edited) Please tell me, is there a way to export TNO animations from PSTEE to BG2EE, or IWDEE, but to make them available for PC(chr)? I tried in many ways and does not work. TNO has few 'sections', e.g. with bare fists, with a knife, an axe, etc. I tried export all BAM's, replace, add, rename ini, ids. Aaand nothing ;). Is this even possible to make it work somehow?? Edited March 28, 2023 by szef Quote Link to comment
subtledoctor Posted March 28, 2023 Share Posted March 28, 2023 My recollection is that the character scaling is different in PST, so TNO would be like as big as an ogre. And even if you got the animation in, it would not work with most weapons. …Maybe? Quote Link to comment
Endarire Posted March 28, 2023 Share Posted March 28, 2023 IWD in EET should use IWD creatures and other assets in EET. Quote Link to comment
szef Posted March 28, 2023 Share Posted March 28, 2023 (edited) Let me quote from discord: (from Graion Dilach and CamDawg_G3): Quote that's massively complicated; the artwork needs to be downsized a bit and the animations need to be reordered to the BG2 character sequence setup to a spare BG2 character slot, and if you're done with that, you can extend Tweaks' Avatar Morphing Script to also offer your slot as an option note that it can never be perfect anyway because TNO has a more limited weapon options than what a PC can also: Quote Yeah, the larger issue is that TNO outright changes animations depending on his weapon, whereas IWD/BG character animations slot weapons as overlays on a single animation. So maybe it's enough for animation to change the size of png and create a BAM with a correct sequences?? Hm. @subtledoctorThe issue of weapons is secondary for me, because my TNO will be carry a knife, or maybe fight with bare fists (as a mage) :P. I'll try a little for fun (when I find the time) but so far it's not working - mainly with palette... Edited March 29, 2023 by szef Quote Link to comment
lynx Posted March 29, 2023 Share Posted March 29, 2023 He's not clown colored, the palettes are baked in, so you can't customize major/minor/... colors through chargen and inventory. Quote Link to comment
szef Posted March 29, 2023 Share Posted March 29, 2023 (edited) Yes, I tried importing paletts from other BAMs (male mage etc. from bg2ee & iwdee) it looks bad. Something is not right The size of the BAM can be changed with the BAM resizer and it is ok. But also setting the correct sequences of animation is a nightmare. (I think I'll giving up....) Edited March 29, 2023 by szef Quote Link to comment
szef Posted March 30, 2023 Share Posted March 30, 2023 (edited) Too bad it's so weird and complicated (cycles etc.) haha. Edit: Yeaa, all animations are here:[Resource Pack] Extended Animations — Beamdog Forums Edited April 2, 2023 by szef Quote Link to comment
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