Hello, I've got some questions. 1. Can this tool export bam as gif? 2. Is it possible to add a new option that can quickly find the highest value of animation's center offset (x, y) for each creature's directions?
I'd like to extract all creatures animation as gif to use in another game.
1) Yes, it is possible with the BAM Converter (see Tools > Convert > BAM Converter, or use "Edit BAM" button on BAM viewer). Under Post-processing choose output filter "GIF output". The filter requires all frames to be of identical size. To ensure this you can also add the transform filter "Center BAM frames".
2) I don't think so. Something like this can be coded with the WeiDU script language, but it requires some knowledge of the BAM file format and WeiDU script.
1) Yes, it is possible with the BAM Converter (see Tools > Convert > BAM Converter, or use "Edit BAM" button on BAM viewer). Under Post-processing choose output filter "GIF output". The filter requires all frames to be of identical size. To ensure this you can also add the transform filter "Center BAM frames".
I can't say. It depends on how this feature will be realized by Beamdog.
How does it work for IWD which has got different VO?
You can select game language via menu Options > TLK Language (EE only). "Autodetect" will choose the language defined in baldur.lua or fall back to English, otherwise. Language-specific voice-overs should be detected automatically if they exist.
Suppose I edit the speed factor of a certain weapon -> Could you add the possibility to automatically update the description of this weapon (without me editing the dialog file)?
Suppose I edit the speed factor of a certain weapon -> Could you add the possibility to automatically update the description of this weapon (without me editing the dialog file)?
That wouldn't be feasible. Item descriptions differ from game to game and from language to language (and modded items may use different text styles as well). You are better off by writing a WeiDU script that deals specifically with your use case. I think BG2 Tweaks (or Fixpack?) includes code to update existing item descriptions (e.g. the Rebalanced Weapon Proficiencies component). You could get an idea how it works from there.
What does Unused mean? For example, opcode 74 (Blindness) has 2 "Unused" right after "Power" (default value: 0) and a third "Unused" right after "Probability 2" (default value: 00 00 00 00 00 00 00 00 h)
What does Unused mean? For example, opcode 74 (Blindness) has 2 "Unused" right after "Power" (default value: 0) and a third "Unused" right after "Probability 2" (default value: 00 00 00 00 00 00 00 00 h)
'Power' indicates the spell level of the effect, which is relevant for a couple of effects, such as dispel magic.
NI sets name and type of 'Parameter1', 'Parameter2' and 'Resource' (and sometimes for a couple more fields) dynamically, based on selected opcode. In the case of opcode 74 (Blindness), Parameter1, Parameter2 and Resource are not used and therefore set to 'Unused'. You can always right-click on a field and change it to another type.
NI sets name and type of 'Parameter1', 'Parameter2' and 'Resource' (and sometimes for a couple more fields) dynamically, based on selected opcode. In the case of opcode 74 (Blindness), Parameter1, Parameter2 and Resource are not used and therefore set to 'Unused'. You can always right-click on a field and change it to another type.
If these attributes are not used, why sometimes the corresponding value is not 'zero'? For example, consider SHLD08.ITM -> there are 3 opcodes 0 (AC bonus) with 'Unused': 00 00 00 a4 14 24 00 04 h. Is there a particular reason for that?
That's a common occurrence. They are probably just leftovers from development. It doesn't make a difference for the game whether these fields contain zero or non-zero values. This is especially true for resource or text fields where all characters after a null (\0) character are always ignored.
SPLPROT.2DA - "0" is the stat entry for "Current HP", as in:
ROW 0 15 1
checks if Current HP = 15.
Opcodes 200, 201, 223, 226, 227, 228, and 259: Need a resource menu for spells. When they self-terminate, this spell resource is applied to the creature.
Disables all spells (wizard/priest/innate) that lack BIT14 (Ignore dead/wild magic).
Hides these spells from their respective submenus (Cast Spell / Special Abilities).
Does not clear (or dim) them in Quick-cast slots, though they still cannot be cast.
Now used by Tenser's Transformation in place of "Disable Spellcasting: Innate(2)", disabling only "spells", while leaving non-magical innates usable. The spell still disables all wizard and priest spells with Parameter2=0/1 effects, in case any of them have BIT14.
Spell Flag: BIT9 Spell breaks Sanctuary on the user when cast. Does not by itself cause the spell to break invisibility(self) or charm(target). All spells must now have either this new flag or BIT10 set in order to break Sanctuary.
The "Hostile" flag (BIT10) is unchanged, it still breaks Sanctuary(self), Invisibility(self), and Charm(target).
Spells that deal damage without either flag will now only break Invisibility(self) and Charm(target), but not Sanctuary(self).
I've noticed a small regression with the area viewer. In past versions, if you used zoom map: auto-fit selection, it would re-calculate the auto-fit when you loaded another area. Now it seems like if it decides that, let's say, 20% is the best auto-fit for an area, the next area will be at 20% (it's listed as zoom map: custom) instead of its best-fit.
I'll couple this with a small feature request: is it possible to add zoom in/out with the mouse wheel when using the area viewer?
I've noticed a small regression with the area viewer. In past versions, if you used zoom map: auto-fit selection, it would re-calculate the auto-fit when you loaded another area. Now it seems like if it decides that, let's say, 20% is the best auto-fit for an area, the next area will be at 20% (it's listed as zoom map: custom) instead of its best-fit.
I'll couple this with a small feature request: is it possible to add zoom in/out with the mouse wheel when using the area viewer?
Yeah, zoom level "Auto-fit" interferes currently with "Custom" zoom level. I can fix it, but the change may cause some (minor) compatibility issues if you switch back to use an older NI version.
I can probably add a feature to change zoom level by mouse wheel. However, zoom changes are quite resource-heavy, so I would make it optional.
Yeah, zoom level "Auto-fit" interferes currently with "Custom" zoom level. I can fix it, but the change may cause some (minor) compatibility issues if you switch back to use an older NI version.
Personally that's fine. I can count the number of times I've wanted (or needed) to go back to an older version of NI on zero hands.
I'd like all creatures in PST:EE to give 0xp so that you can only level up via quests/dialogs/etc. Do I need to manually edit xp values of all 1113 cre files or is there an easier way?
NI is not a good choice, as it lets you modify only one resource at a time. Something like that is best accomplished by a WeiDU script. This line of code should be enough: COPY_EXISTING_REGEXP ~.+\.cre~ ~override~
WRITE_LONG 0x14 0
BUT_ONLY
If you have more questions about WeiDU, it's best to ask them in the General Mod Questions topic.
NI is not a good choice, as it lets you modify only one resource at a time. Something like that is best accomplished by a WeiDU script. This line of code should be enough: COPY_EXISTING_REGEXP ~.+\.cre~ ~override~
WRITE_LONG 0x14 0
BUT_ONLY
If you have more questions about WeiDU, it's best to ask them in the General Mod Questions topic.
argent77, you stated elsewhere that NI also does the dlg -> d decompilition? As I was unaware of this I am now unable to figure out how to do that. I have the current NI. I would be thankful for a hint how this works.
Comments
1. Can this tool export bam as gif?
2. Is it possible to add a new option that can quickly find the highest value of animation's center offset (x, y) for each creature's directions?
I'd like to extract all creatures animation as gif to use in another game.
Thank you in advance, and sorry for my English.
2) I don't think so. Something like this can be coded with the WeiDU script language, but it requires some knowledge of the BAM file format and WeiDU script.
NI sets name and type of 'Parameter1', 'Parameter2' and 'Resource' (and sometimes for a couple more fields) dynamically, based on selected opcode. In the case of opcode 74 (Blindness), Parameter1, Parameter2 and Resource are not used and therefore set to 'Unused'. You can always right-click on a field and change it to another type.
SPLPROT.2DA - "0" is the stat entry for "Current HP", as in: checks if Current HP = 15.
Opcodes 200, 201, 223, 226, 227, 228, and 259:
Need a resource menu for spells. When they self-terminate, this spell resource is applied to the creature.
Opcode 145 (Disable Spellcasting), Parameter2 = 3
- Disables all spells (wizard/priest/innate) that lack BIT14 (Ignore dead/wild magic).
- Hides these spells from their respective submenus (Cast Spell / Special Abilities).
- Does not clear (or dim) them in Quick-cast slots, though they still cannot be cast.
Now used by Tenser's Transformation in place of "Disable Spellcasting: Innate(2)", disabling only "spells", while leaving non-magical innates usable. The spell still disables all wizard and priest spells with Parameter2=0/1 effects, in case any of them have BIT14.Spell Flag: BIT9
Spell breaks Sanctuary on the user when cast. Does not by itself cause the spell to break invisibility(self) or charm(target). All spells must now have either this new flag or BIT10 set in order to break Sanctuary.
The "Hostile" flag (BIT10) is unchanged, it still breaks Sanctuary(self), Invisibility(self), and Charm(target).
Spells that deal damage without either flag will now only break Invisibility(self) and Charm(target), but not Sanctuary(self).
I'll couple this with a small feature request: is it possible to add zoom in/out with the mouse wheel when using the area viewer?
I can probably add a feature to change zoom level by mouse wheel. However, zoom changes are quite resource-heavy, so I would make it optional.
COPY_EXISTING_REGEXP ~.+\.cre~ ~override~ WRITE_LONG 0x14 0 BUT_ONLY
If you have more questions about WeiDU, it's best to ask them in the General Mod Questions topic.