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BG1 and 2 Animitions

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  • Zymran86Zymran86 Member Posts: 137
    Which models will you be re-using? the BG 1 or 2?
  • TanthalasTanthalas Member Posts: 6,738
    @Zymran86

    Is has to be the BG2 models since the BG1 do not have dual-wielding animations.
  • MornmagorMornmagor Member Posts: 1,160
    edited July 2012
    Ok, so 1) new models are out.

    But let's leave animations.

    2) Does this mean new armor variations too? I mean, if it's not possible to just reskin but need to remodel for that too it's out as well. But i would like to know if it's possible to just make some new armor by reskinning or something of the sort.

    3) BG1 animations are out too i guess since it would need animating for the missing DW animations.

    Is there anything i left out from this thread?

    If i was aggressive i apologise, however, my point was not to start flames.

    Btw, you said, characters wouldn't be too bad. Based on that, does this mean, that just some reskins without re-animating anything, for the character equipment is possible( aka number 2 is possible )? Since that would not affect any monsters or creatures that don't equip anything.
    Post edited by Mornmagor on
  • sarevok57sarevok57 Member Posts: 6,002
    @Coriander i didnt mean have the chocolate milk mixed with the subway, i meant a sandwich for each meal of the day and the chocolate milk to drink from for the whole day :)
  • CuvCuv Member, Developer Posts: 2,535
    edited July 2012
    @Mornmagor Perhaps you dont understand that there are no models in the BG games at all. Those are just animations. And there is nothing to reskin, heh. In order to make changes to existing animations, the animations themselves need to be changed.

    So the answer is apparently 'no' to 1, 2, 3 of your list... sorry. But you or someone can make a mod to do what you are suggesting!!!! As for the 'paperdolls' and inventory... sure, that is totally doable. But methinks they have their hands full atm with other matters. That is also something you could mod changes yourself.

  • MornmagorMornmagor Member Posts: 1,160
    @Cuv so wait, please help me understand a bit. The sprites are the result of a 3D model rendered into 2D ok?
    This 3D model was armored and so the sprite looks armored as well? They basically made tons of 3D models to be rendered in 2D in each equipment part?

    I thought the 3D models represented the "skeletons" with animations and then they somehow painted the equipment and "skin" over them.

    They can't even put new armor models then since the "armor" is just part of an animation of a 3D model rendered into a sprite?

    Oh god /facepalm :p

    This leaves only the chance of having them use the BG1 animations, but without a dual wielding support, fat chance of that...

    I don't remember anyone asking them to do monster animations though, only characters, and Trent said character would be "ok".

    Very disheartening to see that this is a dead end...
  • CuvCuv Member, Developer Posts: 2,535
    @Cuv so wait, please help me understand a bit. The sprites are the result of a 3D model rendered into 2D ok?
    This 3D model was armored and so the sprite looks armored as well? They basically made tons of 3D models to be rendered in 2D in each equipment part?
    Okay, there are no models whatsoever! There was never any 3D rendering. All the artwork for the animations was hand painted and resized. You must be thinking of NWN or later 3D games. 3D rendering didnt exist in 1998 apart from some very high tech graphical and architectural design programs.

    I don't remember anyone asking them to do monster animations though, only characters, and Trent said character would be "ok".

    Very disheartening to see that this is a dead end...
    Well, as I said; it may not be a total dead end. We will just have to wait and see on the paperdoll front. The character sheet representation of your character and armour may indeed get an upgrade... but like Trent said, that will most likely be after release as an update perhaps. Just try to be patient! I know you are excited, so am I.

  • MornmagorMornmagor Member Posts: 1,160
    edited July 2012


    Well, as I said; it may not be a total dead end. We will just have to wait and see on the paperdoll front. The character sheet representation of your character and armour may indeed get an upgrade... but like Trent said, that will most likely be after release as an update perhaps. Just try to be patient! I know you are excited, so am I.

    Yeah we will wait patiently that's the only thing to do.

    By the way, i don't care much about paperdolls, i was only referring to the actual sprites in game.

    Pretty weird though, if it is only hand-drawn i would expect it to be much easier to make new armors in game, at least for characters, thought repainting should work too.

    Oh well.
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @Cuv - you got me there. I was totally under the assumption that all animations in Baldur's Gate had been modelled in 3D and subsequently rendered in 2D - what with BioWare having a full squad of modelling artists (among whom our very own Trent Oster) back in the day.
  • CuvCuv Member, Developer Posts: 2,535
    So far as I remember... it was all hand painted. But that was soooo long ago and the Black Isle boards long gone so cant double check that. Like the area art was all hand rendered. Maya and 3ds were around, but didnt have the sophistication to actually render textures and lighting well enough to be useable as such. I believe that the Demogorgon ToB creature may have been 3D rendered and then converted... but dont quote me on that. No way to verify unless @TrentOster wants to comment.
  • BerconBercon Member Posts: 485
    edited July 2012
    Uh. I'm pretty sure large portion of Baldur's Gate art was rendered 3D.

    3dsmax was released 1996: http://area.autodesk.com/maxturns20/history

    Also:
    "For all these reasons, and more, the award-winning game developer, which is based in Edmonton, Alberta, Canada, has been relying on 3ds Max software since the mid-1990s, when it was working on its hit games Shattered Steel and Baldur’s Gate" http://south-apac.autodesk.com/adsk/servlet/item?siteID=1157326&id=6021572

    EDIT: But that doesn't really make any difference since all assets were apparently lost. So what they have right now is exactly what you get on the game CDs plus source codes.
  • DrugarDrugar Member Posts: 1,566
    Could be it was only used for cutscenes, which are in obvious 3D. The game itself looks pretty 2D to me.
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @Durgar - you can model something in 3D, then make a 2D sprite out of the model.
  • MornmagorMornmagor Member Posts: 1,160
    And you can still make any kind of graphic and add it to the game if you have the source code, but hand drawn or 3D into 2D, since they can't make these "new" graphics, the only option is to use BG1 models which is again difficult due to missing animations.

    Hence my question as a last stand before the fortress falls, would it be possible for them to somehow implement more armor appearances in the game( the sprites i mean), without touching animations and stuff?

    Since i can't see anything else that can be implemented at this point.
  • CuvCuv Member, Developer Posts: 2,535
    Ah perfect! I stand corrected. Thank you for clarifying that Trent! That makes a lot more sense now, was entirely sure what was lost.
  • Space_hamsterSpace_hamster Member Posts: 950
    So...when do we get a screenshot of your efforts? ;)
  • AndreaColomboAndreaColombo Member Posts: 5,530
    If I had the skill and technical know-how, I would totally undertake a personal quest to re-create the models and re-texture them. My pro-BG1 animations / against-BG2 animations attitude is that deeply rooted.
  • Zymran86Zymran86 Member Posts: 137
    edited July 2012
    is it possible to add new graphic/armor to the BG 2 animitions, like importing BG 1 helmets so BG 2 animitions can use them?
  • unfortunate_oneunfortunate_one Member Posts: 44
    It has been a while since I have played BG or BG II. Does anyone have a link to both games animations? I remember really disliking the paper dolls in BG II. As far as the animations in the sequel, I remember them not being as strong as BG (I really hated the shields), but they were fine.

    I do remember the BG II animations being dark and lacking color. Will the be able to add color to the characters?
    Maybe by way of more colorfull armor and shields? Or is the color locked with the models?

    If they keep the BG GUI and paper dolls, I believe the BGII character animations will blend in fine.



  • AndreaColomboAndreaColombo Member Posts: 5,530
    @unfortunate_one - I have no comparison screenshot for BG1 vs BG2 character models (I should definitely get myself to make one), but if you browse the BG1 and BG2 screenshots on Planet Baldur's Gate, you'll see the difference :-)

    BG1 animations are bigger - I once played EasyTutu with Infinity Animations, which restored BG1 animations for all characters that did not have proficiency points in two weapon fighting style. Minsc looked like CHARNAME's son. The shields and helms looked significantly better on BG1 animations. Above all, BG1 animations are headed, whereas BG2 animations are mirrored (how's that for a huge step backward from the tech stand point?).
  • MornmagorMornmagor Member Posts: 1,160
    edited July 2012
    I think you can do whatever you want with the colour, there was a mod that changed armor colour as well.

    I guess they can use external means to enhance the colours and remove the pixelation from the BG2 models, if that's what they're using that is.

    Seriously, Bioware needs to pay for what they did D:
    If I had the skill and technical know-how, I would totally undertake a personal quest to re-create the models and re-texture them. My pro-BG1 animations / against-BG2 animations attitude is that deeply rooted.
    I would seriously do it as well if i knew how to :/
  • MedillenMedillen Member Posts: 632
    If I had the skill and technical know-how, I would totally undertake a personal quest to re-create the models and re-texture them. My pro-BG1 animations / against-BG2 animations attitude is that deeply rooted.
    I would seriously do it as well if i knew how to :/
    Let's form a team ! è_é

    More seriously, it's a shame but It can't happen for BGEE. If you want to process that for every one of each monsters, armor, weapons... Hell that's a lota work ! Only way to work that out is making that automatic. And making the process automatic is probably computationnally challenging. Though I'd say that if we already know the input, the desired output and more or less the different stages, it's easier to do then the initial team. I love reverse engineering ! (Trust me, I'm an engineer)

    However, since BeamDog ultimately wants to do their own isometric game using similar engines, they are bound to take this 15 man-year problem properly. Probably once they make it big and recruit some zombies with high informatic knowledge :D
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @Medillen - let's form a team for real. Willpower, I tell you!
  • sarevok57sarevok57 Member Posts: 6,002
    do you know what they should do at least, let us have the pretty col-LORs for our clothing choices, thats pretty much the only reason why i have the keepers, so i can look styling and such, they should at least give us that as an option
  • MornmagorMornmagor Member Posts: 1,160
    edited July 2012
    Btw they still haven't "officially" said they're using the BG2 models right? Or they did?

    Although, i have no idea how they would deal with the missing DW animations. Maybe put the BG1 models and upscale them as well for optional use for those who prefer them? Would be nice ^^

    Dunno though /shrug
    Post edited by Mornmagor on
  • AndreaColomboAndreaColombo Member Posts: 5,530
    Maybe put the BG1 models and upscale them as well for optional use for those who prefer them? Would be nice
    Yep. It would be really nice of them :-)

  • MornmagorMornmagor Member Posts: 1,160
    Indeed would be ace, those that didn't want to dual wield would use the BG1 ones, it is always nice to have options :o
  • TrentOsterTrentOster Administrator, Developer Posts: 433
    We're currently using the BG2 animations.

    -Trent
  • AndreaColomboAndreaColombo Member Posts: 5,530
    @TrentOster - by "currently" do you mean that the plan is for BG:EE to use BG2 animations, or that you're evaluating alternative solutions?
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