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Sam.

Modders
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About Sam.

  • Birthday 06/25/1991

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  • Gender
    Male
  • Location
    USA

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  • Website URL
    http://classicadventuresmod.com/

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  1. Yes, that is most likely the reason for your issue. BG:EE Classic Movies should be installed after GUI mods like LEUI-BG1EE.
  2. Your BAM has an appropriate transparent color, and the palette doesn't have any transparency. The shadow color isn't black, but that should be OK considering what type of animation it is. When playing it in-game via the CLUAConsole via it looks like this: If that's what you're seeing, then it eliminates options 1 and 2.
  3. One of four things must be happening: Your BAM was malformed when it was created (e.g. the transparent or shadow colors got messed up). Your BAM is good but the palette contains semi-transparent colors, thus your BAM renders differently in-game than it does in legacy editors which do not support the alpha channel. Your PRO has been incorrectly configured to display the BAM the way you intend. The flags mentioned above are the most likely culprits. You aren't actually testing the files you think you are (e.g. you're testing on SoD but haven't installed a version of Modm
  4. Im using the Dragon Disciples ddbreat.PRO I'm thinking you need to adjust the flags in your PRO file. For starters, turn off "Translucent (7)". It has this effect. You may need to play around with the other flags as well. My second guess is if you created the BAM yourself with DLTCEP, I think it might interpret pure black as the transparent color (which is a bit odd IMO). That could be throwing you off too. Sadly, no progress has been made in many years.
  5. Some general comments: @Gwendolyne had done this several times before. He'll be a good person to talk to. If you're adding this animation to the EE games, they can handle BAM frames of any size. Just make it a normal (unsplit) animation instead of splitting it into the 4-part or 9-part split types. In fact, Beamdog is looking into re-combining all split spell and creature animations to eliminate the dark lines between sections caused by zooming. Have you seen this topic: http://www.shsforums.net/topic/57025-dragons-problems-to-create-an-animation-using-the-dragon-format-x
  6. EET does provide a version of the old movies, but IMO my version is a higher quality. Also, if you install Classic Movies after EET and use the "Restore BG1 Chapter and Dream Screens" component, the appropriate GUI theme will be used to match your EET game.
  7. Assuming you have the latest version, Classic Movies should now be installed after EET. Edit: And after EET's GUI changing component.
  8. I'm looking for a function to clone all of an extended header's effects into global effects (for an item). I thought I had seen such a function posted somewhere, but I don't remember where and didn't see it here. Any suggestions? I could probably write my own, but would prefer not to reinvent the wheel if an existing solution exists.
  9. Notepad++ supports RegEx in it's find/replace, but I'm unsure of the particular flavor of RegEx it uses. You'd need to check the docs. However, doing this would be incompatible with languages other than English. Instead, add 200000 to each StrRef to get the EET equivalent.
  10. Not that my opinion counts for anything, but in general I prefer NI's jargon over the language used in the IESDP, especially the names of Effects. I'm sure both are technically correct, but NI uses language I find more natural. I acknowledge this is purely a personal preference.
  11. Your are trying to Convert Image to PVRZ. That is NOT what you want. You want Convert Image to Tileset, and then select the PVRZ-based Tileset tab. (My wording might be slightly off as I don't have access to NearInfinity ATM.)
  12. If you're 1) adding the area to an EE game, 2) using an old style palette-based TIS, and 3) seeing lines between all/most tiles, the solution is to convert your area graphic to the PVRZ-based tileset format. The way to do this while maintaining the highest quality is to start with your original area artwork in the PNG format, and use Near Infinity to Convert Image to Tileset (under Tools). Be sure to select the PVRZ-based tileset. This should get rid of the lines between ordinary tiles. If your area has a lot of overlays (such as water overlays or door tiles), you may still see lines aroun
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