what's the file type to create modded animations and fx?
FalkonSwiftblade
Member Posts: 51
I know how to create fx or animations in 2d & 3d in some software packages such as photoshop, flash, after fx, & 3ds max, but I don't know what method is used in the bg games and would be interested in attempting to mod in some new magic or fire fx for fun. Anyone know what files are compatible or what limits I have? I don't have any xp in modding and wanna get my feet wet in this game.
0
Comments
Keep in mind some conventions, however.
1. Infinity engine BAMs cannot have semi-transparent pixels. In fact, transparency is handled in such a way that the RGB color Green 150, Blue 150, Red 0 (a teal color) is transparent.
2. BAMs follow a 256 color palette. Make sure you convert your image sequence to that palette (and save as a .bmp) before trying to import a sequence into BAMWorkshop or DLTCEP.
3. I don't remember the exact size limitation of BAMs, but I am thinking it's around 350 x 350 pixels. BAMs cannot be any larger than that or they will crash the game.
If you're confused about anything, let me know and I will try to answer best I can. Good luck!
Links:
BAMWorkshop 2 - http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=69
DLTCEP - http://www.gibberlings3.net/tools/dltcep.php
http://iesdp.gibberlings3.net/file_formats/ie_formats/bam_v1.htm It's 256x256 also according to that page (and verified tests) at least in the BG2 engine. PS:T could handle larger BAMs - not sure about the other IE games. You can get around that for larger BAMs by splitting them into quarters (which is done for larger animations like the balor tanar'ri) or even ninths for dragons etc.
Also, I would recommend BAM Workshop 1 instead of 2 as it is slightly less buggy. It is not an earlier version of the same program but a different program (there is even a fix by Erephine floating out there somewhere, not sure if it ever went public though).
http://www.shsforums.net/topic/42359-release-bam-batcher/