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Sir-Kill

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Posts posted by Sir-Kill

  1. Well the palette is a pain, if you introduce a color that is not there it won't render. The blue range is difficult to see the differences especially the darker portion (human eye is weak in that section of the spectrum), however you if used rgb 0 0 80 that is fine but 0 0 79 might not render. adding to the joy.

    If I were forced to make something that works ok and was under a deadline I might change the paperdoll short sword to look like a 1-h spear then change the colors  in the item's blade to a darker color of gray (66 faded black?) then change to only thrust. 

  2. Quote

    Figuratively

    What about 'rotationally'? (corrected spelling)

    Well now you know how I feel when trying to mod. 😛

    But unless you are a great artist and can draw animated spears in 2d it is much easier in 3d.

    44 minutes ago, Battlestations said:

    edit for 2 handed katana

    You might be able to shave off pixels in bws2  but the doing so will leave you with very jagged edge that will look awful. So then you have to go through the painstaking repainting and guessing which of the 16 colors (maybe +8) at what will smooth the awfulness out.

  3. Quote

    But, who’s going to make those weapon animations?

    I think Shaka Zulu did that once long time ago.

    On a more helpful note... Someone could render them in 3d: model your 1-h spear, set your target camera to orthographic projection, change the angle to 45 degree, set the zoom to correct scale (checking with real bg animations), rotationally clone your cameras to how many (attack) angles you need, apply the clown colors appropriately (huge p.i.t.a there at least the fine tuning), set spear angles correctly, set rendering to remove anti-alias), Set environment to rgb 0,255,0 (green), record animation to how many frames desired,  save frames in 256 color, import frames into a bam editor and set offsets, add to slots and attach to item.

  4. the       current

    dat                    file

    has the                         numbers

    and names          on

            different columns

    Making                      it more

    difficult                                                 to read

    I placed the numbers first and dashes to the proficiency clearing up the jaded columns. open with a text editor copy and paste these lines if you like this way.

    the finished effect shows that I lined up the ones, tens, hundred columns then all the letters in the same starting point.  (it will show in DLTCEP correctly)

    233,1,"Stat: Proficiency [233]","Amount","Type","Sets the weapon proficiency points for the weapon type specified in the 'Type' field, to the value specified by the 'Amount' field, for the targetted creature(s).
    
    NB: The Proficiency Modifier effect cannot increment proficiency points, it can only SET them.
    
    Known values for 'Type' are:
      92-----Axe
      89-----Bastard Sword
    108-----Blackjack
    115-----Club
    103-----Crossbow
      96-----Dagger
    106-----Darts
    100-----Flail/Morningstar
    109-----Gun
      99-----Halberd
      94-----Katana
    104-----Long Bow
      90-----Long Sword
    101-----Mace
    110-----Martial Arts
    102-----Quarter Staff
      95-----Scimitar/Wakizashi/Ninja-To
    105-----Short Bow
      91-----Short Sword
    113-----Single Weapon Skill
    107-----Sling
      98-----Spear
    112-----Sword and Shield Skill
      93-----Two-Handed Sword
    111-----Two-Handed Weapon Skill
    114-----Two Weapon Skill
      97-----War Hammer
    116-----Extra Proficiency 2(Unused)
    117-----Extra Proficiency 3(Unused)
    118-----Extra Proficiency 4(Unused)
    119-----Extra Proficiency 5(Unused)
    120-----Extra Proficiency 6(Unused)
    121-----Extra Proficiency 7(Unused)
    122-----Extra Proficiency 8(Unused)
    123-----Extra Proficiency 9(Unused)
    124-----Extra Proficiency 10(Unused)
    125-----Extra Proficiency 11(Unused)
    126-----Extra Proficiency 12(Unused)
    127-----Extra Proficiency 13(Unused)
    128-----Extra Proficiency 14(Unused)
    129-----Extra Proficiency 15(Unused)
    130-----Extra Proficiency 16(Unused)
    131-----Extra Proficiency 17(Unused)
    132-----Extra Proficiency 18(Unused)
    133-----Extra Proficiency 19(Unused)
    134-----Extra Proficiency 20(Unused)"

     

  5. 2 hours ago, subtledoctor said:

    All by itself? Maybe 20-30 minutes. With a hundred other mods installed beforehand? Could be upwards of 2 hours. Which is quick - back in the days of v28 and earlier, it was more like 6 hours. 

    It’s no less true for time than money, you get what you pay for. 

    Ah, thanks SD. Well 8 mins. was not hardly enough then. Would be nice to see a warning here in big bold print.

    "THIS THING IS A BEAST AND WILL TAKE..." heh something like that :)

  6. Well said, an orator for the times 😛

    I too had install hangups. forced closed the installer tried again and low and behold my install was screwed. Re-install time :)

    If I ever try this again, I'd like to know because it does look interesting.

    Just now I looked at the online readme with Ctrl+f I did not find that this mod will take a very long time to install, I realize that it is complex but just how long does this usually take? (mine took well over 8 mins of just sitting there, got up did some dishes or such, came back no change)

    ssd, 16 gb ram, quad core, win 10 non-EE

  7. There are many ways to do this but this how I do them.

     

    You need a good image manipulator program paintshop, photoshop, or (free) the gimp.

    I use paintshop pro8 I have used the others but this is written from memory of the program I am most familiar.

     

    Personally I am no artist so I ether use an image from the net or create an image in 3dsmax.

     

    However once you have an image you want to use, you have to remove all the background.

    1. promote your background image to raster

              This will allow you to work with a transparent background

    2. Use one of the selection tools to single out just he parts you want.

              You can invert selection (ctrl+shift+I in psp8)

     

              This part will add the drop-shadow look to the larger moving frame0

     

    3. Copy the image and paste as a new layer (in psp Ctrl+C , Ctrl+L)

    4. Adjust the brightness and contrast to get a near black RBG<15 >5each makes a nice shadow.

    5. Lower that new layer below your image layer by dragging one over or under the other.

              There should be layers toolbar somewhere either floating or docked if not go to customize or options or look for help file or online.

    6. (Optional) click the eyeball next to your layer to make your color image disappear so you can more easily move your shadow layer around.

              You only want to move the shadow a 2-5 pixels away, to the right and a few down.

              Then un-click eyeball to see your color image

    7. Create a new raster layer

    8. Drag this layer down to the bottom of the stack. Make sure this layer is selected for the next step.

    9. Color dump/fill with solid black rbg000

              Now if the image is bigger than 64x64 max you will need to resize it.

              Psp has resampling smart size the has the least degradation.

              The image will loose vibrancy and detail so you might want to play around with brightness and contrast for detail and hue and saturation

              vibrancy, before resizing.

    10. Once that is good flatten your image and save xxxx_L.bmp (So you know which is which)

     

              Now for the small frame1

     

    11. Undo the 2 steps that flattened and resized

    12. Hide or delete the drop-shadow layer

              Do the hue and contrast thing if needed

    13. Re-resize your image to a max of 32x32

              Keep in mind what you are making armor and weapons could get the max size but bottles and others will look out of place if too big

    14. Flatten image

    15. Save as xxxx_S

    16. import images into bamworkshop2

  8. to make a .bam the inventory icon for an item:

     

    you need 2 images you can use for the 2 frames (I always bmp)

    bamworkshop2

     

    Frame0 is the larger image that is seen when you drag the item around

    frame1 is the smaller resting image.

     

    1. Open bws2

         the right you will see 2 windows the top is where the sequences are

         the bottom is where the frames are.

    2. Lower window Right-click on FRAME0

    a. Delete Frame

    3. Top left under colors click CONVERT TO UNPALETED (this is important)

    3. Lower window Right-click IMPORT FRAME INTO SEQUENCE

    4. Select your first image (larger)

    5. On the right, upper window Right-click NEW SEQUENCE

    6 Left-click SEQUENCE1 (this is important)

    7. Lower window Right-click IMPORT FRAME INTO SEQUENCE (yes, again)

    8. Select your second image (smaller)

    9. Top left under colors click CONVERT TO PALETED (back to)

    10. In the tools section on left select FILL/COLOR DUMP

         The default colors are the left-click non-functioning shadow color and right-click transparency

         also in the pallet the first 2 colors are there.

    11. Right-click all the areas the you want transparent.

    12. Select Sequence0 and repeat step 11

         You can view your frames by hitting the fourth button above the frames window (you have to select the other sequence then back again 

          to view changes.

    13.Save your bam (no more than 8 characters)

     

    14. Add your bam to the item in DLTCEP and click center bam save your item. Enjoy.

     

    Description bams only have 1 seq. And 1 frame.

     

    One more possible issue, I have never seen this as an issue but bws2 has transparency color R-0, G-151, B-151

    To fix:

    Load DLTCEP -> Select EDIT from the top -> EDIT BAM -> load your bam -> Select PALLET -> the first color is already selected by default just change that to R-0, G-255, B-0 -> click OK then -> SAVE BAM AS...

     

  9. I think I wrote one of these before

     

    to make a .bam the inventory icon for an item:

     

    you need 2 images you can use for the 2 frames (I always bmp)

    bamworkshop2

     

    Frame0 is the larger image that is seen when you drag the item around

    frame1 is the smaller resting image.

     

    1. Open bws2

         the right you will see 2 windows the top is where the sequences are

         the bottom is where the frames are.

    2. Lower window Right-click on FRAME0

    a. Delete Frame

    3. Top left under colors click CONVERT TO UNPALETED (this is important)

    3. Lower window Right-click IMPORT FRAME INTO SEQUENCE

    4. Select your first image (larger)

    5. On the right, upper window Right-click NEW SEQUENCE

    6 Left-click SEQUENCE1 (this is important)

    7. Lower window Right-click IMPORT FRAME INTO SEQUENCE (yes, again)

    8. Select your second image (smaller)

    9. Top left under colors click CONVERT TO PALETED (back to)

    10. In the tools section on left select FILL/COLOR DUMP

         The default colors are the left-click non-functioning shadow color and right-click transparency

         also in the pallet the first 2 colors are there.

    11. Right-click all the areas the you want transparent.

    12. Select Sequence0 and repeat step 11

         You can view your frames by hitting the fourth button above the frames window (you have to select the other sequence then back again 

          to view changes.

    13.Save your bam (no more than 8 characters)

     

    14. Add your bam to the item in DLTCEP and click center bam save your item. Enjoy.

     

    Description bams only have 1 seq. And 1 frame.

     

    Mod you might want to add this to the tutorials section

  10. Alora, ok might be a tweaks thing.

     

    Are you sure about garric and branwen that does not sound familiar, again that might be tweaks or even fixpack. both do a leave destroyself (90) or some such. Well if it is not, then it is not.

     

    Well I am not too familiar with it too much too, usually I never pickup coran because it is too late to change party members.

    However, it goes:  You meet Coran, he mentions the wyverns, he joins, you go to the big cave where 2 baby and 2 reg. wyverns get the skull and return to mayor of beregost (the temple to the east) , he gives reward and the quest moves to done quests.

    there is a dialog in the temple from coran that, iirc, finishes the quest.

    Before you could just bring a skull to the mayor

  11. On 3/1/2021 at 1:15 AM, Sir-Kill said:

    Original bg1-totsc bg2-tob bgt

    this might be because I have tweaks installed before bg1npc "move Alora to Gullikin" component; she runs up to me like we are in hall of wonders but she does not speak nor can I initiate conversation.

    also area north of F.a.i. ankheg hunting: I get the quest to get 10 Kivan says he'll keep track: that does not happen.

    I set global

    p#kivanAnkheg global 1  that gave kivan his lines but still did not advance to next stage untill I helpgerde global 1 that made everything fine, um well advance at least.

    Oh also, I kick out either garric or branwen and my rep is heroic they leave (until I changed their dialog) is that normal?

     

    Really enjoying the mod!

    Also Coran wyvern hunting:

    The first time I talked to Coran got the quest but did not keep him could not complete with mayor.

    Second time did not talk to Coran and could not complete/reward from mayor.

    Is this typical of bg1npc where you have to have the specific npc and in the right order to complete or is it my install

    there is another component from tweaks 'more interjections' that might come in to play

     

  12. the spell cddetevl target is pre-target which is fine but the spells that use this spell is also set to pre-target this renders the spell useless

    spells that need to change target to 'everyone':

    spcl212

    spin120

    sppr104

    spwi202

    Then they will work as intended

  13. Original bg1-totsc bg2-tob bgt

    this might be because I have tweaks installed before bg1npc "move Alora to Gullikin" component; she runs up to me like we are in hall of wonders but she does not speak nor can I initiate conversation.

    also area north of F.a.i. ankheg hunting: I get the quest to get 10 Kivan says he'll keep track: that does not happen.

    I set global

    p#kivanAnkheg global 1  that gave kivan his lines but still did not advance to next stage untill I helpgerde global 1 that made everything fine, um well advance at least.

    Oh also, I kick out either garric or branwen and my rep is heroic they leave (until I changed their dialog) is that normal?

     

    Really enjoying the mod!

  14. On 2/16/2021 at 5:37 AM, Jarno Mikkola said:

    as you can do it with Notepad

    wow, notepad what is that??

    No to make a short story longer I changed operating sys. xp to 10 and trying to avoid a reinstall i just moved everything since i was not investing time in bg more like getting SkyrimSE, Mod Organizer, and over 230 mods working, after a good number of months/years I looked into bg again. the install was not working- problem 1 of a few. Now with them all on one drive upgrades or overhauls will have fewer problems.

    But I don't see how any of this is relevant to the topic, I was kind of hoping for a solution.

  15. Great it is back. this time it is in skald's song SPCL542A

    I did a search with NI and found opcode 318 Protection: Immunity Spell; back on op, but now i can't remember how I did that.

    anyone know how to repeat or do a search for that? NVM found it.

    BTW anyone know who the F@#k put that in there? EDIT: NVM it was fixpack (starting to question the validity of that name tho I am sure it fixes more than it breaks)

    there is also 318 in called shot spcl121 in the 4th header

  16. Tobex adds a file (if you did not see my post) called hidespl.2da

    This blocks sorcerer spells at lvl up, if you or any npc's are one.

    You can delete all the spxxxxx except one (just to be safe) and rename that to spell spg402(or what ever), that spell does not exist so it can  be blocked all day long w/o interfering with the lvl up

  17. Wow, ok well it has been 10 years. The name was actually community assets and had a number of animated..... well s$%t maybe they weren't made public.

    other things

    http://forums.blackwyrmlair.net/lofiversion/index.php/t1258.html

    http://www.blackwyrmlair.net/~chevar/community.html

    and here is the map I made in 3dsmax

    http://www.blackwyrmlair.net/~chevar/community.html

    Most everything points to bar's new game but a few things remain

  18. J.M. heh I know, I'm not really a noob.

    No, in my case it was that I could not play, install, (n)or uninstall. had to remove reg..

    - HKEY_LOCAL_MACHINE \ SOFTWARE \ Microsoft \ Windows \ CurrentVersion \ Uninstall \ {8DAE4336-2B71-11D4-9A6C-006067325E47}

    but that was after I spent way too much time

     

    Bart.. I am really starting to like NI more and more, DLTCEP is still good for item, spell, cre. ect 

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