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Pack dragon animation for BGEE

viaderviader Member, Translator (NDA) Posts: 875
edited February 2013 in General Modding
BGEE haven't dragon animations, though have slot's animation on it. I export anim *.bam, and palette *.bmp from BG2 and make this packs.
http://dl.dropbox.com/u/87796468/dragon_animations.zip

EDIT
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Fix
Post edited by viader on

Comments

  • mars0124mars0124 Member Posts: 180
    edited February 2013
    Hello @viader! Might you include some screenshots, or a youtube video link, or some such thing for your mod?

    Also I wanted you to know that unfortunately at this time your mod falls under the category of 'not iPad compatible'. If you'd like to coordinate with me to make it work I'd be happy to be your hands. I currently don't know anything about WeiDU but given a few hours/days I can at least get the basics of anything technical. Nevermind, you just need to update your .tp2 to include a backup portion and it works. Here's mine
    BACKUP ~dragon_animationrs/backup~
    AUTHOR ~viader~
    BEGIN ~DRAGON_ANIMATIONS~

    COPY ~dragon_animations/bam~ ~override~
    COPY ~dragon_animations/bmp~ ~override~

    APPEND ~ANIMATE.IDS~
    ~0x1203 DRAGON_GREEN
    0x1204 DRAGON_AQUA
    0x1205 DRAGON_BLUE
    0x1206 DRAGON_BROWN
    0x1207 DRAGON_MULTICOLOR
    0x1208 DRAGON_PURPLE~


    That being said, here is a what my .debug file has to say:
    WeiDU v 23100 Log

    C:\BG_Mods\57210F00-CE7D-4A26-AAA0-FD861BC029B2\Baldur's Gate.app\setup-dragon_animations.exe
    [./chitin.key] loaded, 495840 bytes
    [./chitin.key] 195 BIFFs, 35003 resources
    [dialog.tlk] loaded, 4614056 bytes
    [dialog.tlk] 32474 string entries
    [C:\BG_Mods\57210F00-CE7D-4A26-AAA0-FD861BC029B2\Baldur's Gate.app\setup-dragon_animations.exe] Using scripting style "BG1"
    [dialog.tlk] claims to be writeable.
    [dialog.tlk] claims to be a regular file.

    [DRAGON_ANIMATIONS.TP2] PARSE ERROR at line 1 column 0-5
    Near Text: AUTHOR
    GLR parse error

    [DRAGON_ANIMATIONS.TP2] ERROR at line 1 column 0-5
    Near Text: AUTHOR
    Parsing.Parse_error
    ERROR: parsing [DRAGON_ANIMATIONS.TP2]: Parsing.Parse_error
    ERROR: problem parsing TP file [DRAGON_ANIMATIONS.TP2]: Parsing.Parse_error

    FATAL ERROR: Parsing.Parse_error

    WeiDU Timings
    load TLK 0.000
    parsing .log files 0.001
    loading files 0.006
    Parsing TP2 files 0.009
    unmarshal TLK 0.031
    unmarshal KEY 0.031
    stuff not covered elsewhere 0.051
    TOTAL 0.129

  • viaderviader Member, Translator (NDA) Posts: 875
    Sorry, my fault.
    Missing line:

    "BACKUP ~dragon_animationrs/backup~"

    I use weidu only to add entry in IDS, it works without adds entry, enough copy&paste *.bam and *.bmp to override. It isn't mod it is just pack :) You can now, open DLTCEP ->creatures and choose "animation creature" as dragon, slot 1200-1208.
    Screen http://dl.dropbox.com/u/87796468/Baldr000.JPG
  • CuvCuv Member, Developer Posts: 2,535
    You dont need to APPEND the ANIMATE.ids.. those entries already exist. All you need is to drop in the animations.
  • viaderviader Member, Translator (NDA) Posts: 875
    edited February 2013
    @Cuv Yeah, but in ANIMATE.ids we have only 3 entries 0x1200-0x1203 if we modding in DLTCEP we don't see others entries like 0x1204-dragon_green and we must remember slot number 0x1204-green_dragon....
  • CuvCuv Member, Developer Posts: 2,535
    ah, I see what you mean. my game is modded. okay
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