Custom new races
IkMarc
Member Posts: 552
Adding new races including animations to the game. Is it possible and has it been done yet?
0
Comments
But I wouldn't know the details of how you'd go about it from a technical POV, assuming you had the skills required to make the images in the first place. If you're asking if there's a tool for it or a tutorial on it, the answer's probably "no".
Also, I believe he mentioned that the Half-Elves aren't anymore hardcodedly tied to Elves as animation, correct?
This is now accomplished with the EXTANIM.2da and modifying the ANIMATE.ids
Edit: I checked and the .2da and .ids files seem to contain information about the animations. I suppose these are relating to .BAM files with the actual animations? Or is there another file type that contains the animations?
A few more questions if that's ok:
How many image files does one creature or character require? Because if the amount is limited, editing existing animations would be on option and 3dsMax would not be a necessary requirement. Because I assume the original images were not made with a 3D editor right? This would also perhaps make the scripting easier, because parameters with references of the "old" animation could just be copied.
Will I need different images for different armors etc on the characters or are those separate images used as an overlay on the character image?
How will I set the colors for hair, skin, major and minor? By using a specified layer in the image file?
Thx!
We did this *all* the time for Red Alert 2 infantry and buildings. We'd also gank models from half-life mods which greatly reduced our need to generate loads of models. The same fashion worked for Starcraft, Kohan, and many other RTS games.
Probably converting some stuff from Diablo II would be the best bet for conversion of graphics outside of the Infinity Engine family of games.
2. Anything different in the animation would require you to make addition versions. Unless you can align everything with the existing structure.
3. Colored hair, skin, major and minor colors are handled with paletted animations. They are just extra indexed colors added to the animation images.
Make *ONE* rig, to start. Bones, here, aren't an issue, 'cos you'll be turning your animations into sprites, but make sure you have adequate bone structure in the spine, for bending. Shy away from extra fluff controls, like fingers, eyes, toes, etc. Make the rig scaleable, so you can re-use it. Once you do that, all you have to do is animate the rig and then bind as many models as you want to it, provided they follow the structure of the rig (ie, bipedal, quadrupedal, etc.)
Feel free to jump into my Creature BAM file thread, if you're serious about wanting new animations.
-M