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About Acifer

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    My Baldur's Gate deviantArt-Page: https://www.deviantart.com/aciferbg

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  1. That's very helpful! Thank you very much. I wonder why there a so many doubled animation cycles. Maybe they were meant for some additional animations that had to be cut out? Yes, I am working on a new dragon animation, but don't expect too much as I am not a 3D modeling / animation expert at all.
  2. Thank you! I wasn't sure I got things right, but I'm glad I can move forward from this point. As for the naming, I didn't know how to name the master file so after splitting them all the different files share their corresponding names, but I hope I've figured it out now. This is good to hear. I didn‘t know that. So, with no size limits in the Enhanced Editions, there could be real huge dragons? Cool. This is a very generous offer - thank you very much! And I wasn‘t aware of how powerful and versatile PSBam really is. An impressive tool! If only I were a better command-line user. In some way, yes. The rendered frames are all there, they just need to be assembled. This might take some time, though.
  3. MDR1 - BAM sequences I am trying to figure out how the dragon animation sequences work. I have read the explanations in the Infinity Animations readme but I do not understand what is exactly going on and how to create the split bam files. I usually just keep trying, but this is too nasty. I do not want to create 405 separate bam files just to realize it is not working how it's supposed to be. What I figured out so far: As a baseline, we have 9 sequences for each of the 9 "west" directions (S, SSW, SW, WSW, W, WNW, NW, NNW, N). There are no "east" animations as they are generated (mirrored) by the engine. Each dragon has 5 animation types that contain all animations: XDRX1xxx - XDRX5xxx Each animation block is divided into 9 files (e.g. XDRX11xx - XDRX19xx) which itself has 9 files (e.g. XDR11110-XDR11118). Each animation block therefore has 9x9 animation files = 81 files. The animation blocks consist of: MDR11xxx - 9 cycles: walk (9 cycles; 12 frames) MDR12xx - 27 cycles: Sequence ready/combat (SC) / stand down(SD) (27 cycles) 1-9: SC: 9 cycles (Seq ready) (9 cycles; 8 frames) 10- 18: SD: 9 Cycles (Seq pause / idle) (9 cycles; 14 frames) 19-27: SC(?) 9 Cycles (8 frames) MDR13xx - 27 cycles: attack (27 cycles) A1: 9 cycles attack1 (13 frames) A2: 9 cycles attack2 / wing buffet? (13 frames) A3?: (same as A2?): 9 cycles attack2 / wing buffet? (13 frames) MDR14xxx - 45 cycles: get hit, fall asleep (SL), sleep, dying / dead(tw) 1-9: GH gethit (6 frames) 10-18: SL (Seq fall asleep)(11 frames) 19-27: (Seq sleeping) (2 frames) 28-36: DE (Seq dying)(11 frames) 37-45: DE? (Seq dying)(11 frames) MDR15xxx - breath fire (cast spell) (18 cycles) 1-9: CA Cast Spell (13 frames) 10-18: CA Cast Spell long / breath fire (21 frames) My questions so far: -Is there no getup (GU) animation? - Is there no Spell prepare (SP) animation? - how does the MDRX4xxx Animation block work? OK, now the hardest part: Since the animation graphics are too large to handle for the engine as a whole, each frame is split into 9 separate frames. An example of 3 of the MDR11xxx animation sequences (S, SSW, SW): So the last number of each file is indicating which of the 9 directions we need. 0=S; 1=SSW; 2=SW, 3=WSW; 4=W; 5=WNW; 6=NW; 7=NNW; 8=N (creature orientation is similar as in script files) This last number also indicates which one of the 9 cycles contains the graphics. The other 8 cycles only contain transparent (empty), 1x1px frames. So the SW animations can be found in the files #2 (MDR1xxx2) in the cycles #2 while the cycles #0,#1,#3,#4,#5,#6,#7 and #8 only contain empty frames. The first number (MDR11100) is part of the 4-digit creature animation name (Red Dragon = MDR1 animation). The second number (MDR11100) indicates the type (walk animation in this case) The third number (MDR11100) indicates the number of the split frames. So all "S" walk animation files (100, 200, 300, 400, 500, 600, 700, 800, 900) merged together build one whole, large image of the red dragon walking south. The "SSW" walk animations (101, 201, 301, 401, 501, 601, 701, 801, 901) do the same etcpp. So how should I prepare my animation for the MDR-file? I created a large, 750x750 animation file. How should I name it? Next part will be to split each frame into 9 separate frames. Near Infinity has a cool feature of splitting the animations. Should I create the bam files including the blank cycles and split it - or should I split only the cycle containing the animation and add the blank files afterwards? If someone is still reading this I would appreciate any help on this subject as this animation is haunting me for years.
  4. There is a difference between the overlay sections of the Vanilla and the Enhanced Edition tilesets. Switching between these two game engines using the same tis-file thus leads to graphical glitches similar to those shown above. When converting Vanilla-tis-files -> EE, you should use @argent77's tool tis2ovl: https://github.com/InfinityTools/tis2ovl/releases/tag/1.0 If you are using only the Enhanced Edition, this should not be an issue, but your overlay tiles of the area might be missing. The additional water graphic tiles are added at the very bottom of each tileset. Before you edit the area-graphics in GIMP or Photoshop, make shure you always export the whole tileset including its additional overlay tiles, redraw the parts in your exported png and then convert your image back to tis using NI. If you use DLTCEP, there is another way in adding additional graphics without screwing up its overlay parts, but it is quite tricky. Yovaneth mentioned it in his "Overlay" section of his area-editing tutorial: http://www.simpilot.net/~sc/dltcep/index.htm
  5. Thank you for your interest in the modification. I think the mod you are reffering to is an old modification called "Grabmal-Mod" in german I startet with a fellow modder named "Knight" ~20 years ago. The mod is now under the caring hands of @jastey. There is no ETA yet. There is a topic here at G3 about it: Knight's Grabmal Mod At the moment Jastey is busy with other things she mentions in the above topic and I am also working on some other modifications, but chances are good that this mod will be released sometime. It is dormant, not dead.
  6. Looks really good! Besides the things @jastey mentioned, I am not so happy with the translation of Happy, happy, joy-joy, happy, happy, joy-joy! Friede, Freude, Eierkuchen has a rather negative meaning in German. Translated as Peace, Joy, pancakes, it is a proverb that describes a superficially intact, seemingly peaceful and carefree facade within a society. It is often used to express that problems are repressed rather than solved. I am not sure if this is the idea behind the original sentence. I suggest changing it to something like "Freut Euch Eures Lebens" or „Lasst Freude in Eure Herzen“ which might better fit Alora's character.
  7. @Arthas: This mod is like one of those well-preserved mummies you might encounter in the Mod's tombs. It moves slowly, but it won't decay.
  8. That's a great idea! I never used Minsc as a two-weapon-dualing-wielding ranger since there was a lack of strong two-handed swordsmen. But now, with Brage showing up, the idea of Brage wielding Spider's Bane+2 with full plate armor and Minsc dual-wielding something in studded leather armor is really intriguing! What would be the best choice of weapons for Minsc, since the two points in morningstar are quite useless in BG1? "Yeah! Hit it! Hit it again!" So there are two possible quest branches for Brage's BGII content: Make Lilarcor mute or Brage deaf.
  9. Congratulations on the release! A great mod with a unique character. All I want for christmas is Grey's +2 war teeth.
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