Animation Missing Plz Help
Probe
Member Posts: 80
I want to add new animations to BGEE
I did all by tutorials and totally confused why it not working
What i did
1) Took "Werewolf Great" ams as example (coz i laso need simple creature bams)
Edited 4 Bams:
MGWEG1.bam --> XYAAG1.bam
MGWEG1e.bam --> XYAAG1e.bam
MGWEG2.bam --> XYAAG2.bam
MGWEG2e.bam --> XYAAG2e.bam
(I check bams - they worked perfect ingame)
2) Add "0x7E02 XYAA" to Animate.ids
3) 32258 0 1 1 0 0 0 47 0 0 NONE NONE NONE 8 5 XYAA NONE 0 0 NONE
To EXTANIM.2DA
4) 32258 8
To EXTSPEED.2DA
Now in EEKeeper i choosing XYAA animtaion - and in-game it hust empty circle
I did all by tutorials and totally confused why it not working
What i did
1) Took "Werewolf Great" ams as example (coz i laso need simple creature bams)
Edited 4 Bams:
MGWEG1.bam --> XYAAG1.bam
MGWEG1e.bam --> XYAAG1e.bam
MGWEG2.bam --> XYAAG2.bam
MGWEG2e.bam --> XYAAG2e.bam
(I check bams - they worked perfect ingame)
2) Add "0x7E02 XYAA" to Animate.ids
3) 32258 0 1 1 0 0 0 47 0 0 NONE NONE NONE 8 5 XYAA NONE 0 0 NONE
To EXTANIM.2DA
4) 32258 8
To EXTSPEED.2DA
Now in EEKeeper i choosing XYAA animtaion - and in-game it hust empty circle
0
Comments
I have created a simple WeiDU library for installing new creature animations just recently. You can find it in this thread. You could give it a try.
INCLUDE ~%MOD_FOLDER%/lib/animation_slots.tph~
(or wherever you've placed it.)The new animation slot number from ANIMATE.IDS defines the INI filename.
The example script provided with the library should help you to install your animation. From the example:
// Installing INI containing creature animation definitions COPY ~%MOD_FOLDER%/animations/my_new_animation/7xxx.ini~ ~override/%hexNumber%.ini~
This line assumes that your ini file is called "7xxx.ini" which is located in the mod's subfolder "animations/my_new_animation/". It is copied into the override folder of the game and renamed to the content of the variable "%hexNumber%" (e.g. 7E02.INI).Can u PLEASE expain from scratch?..
I have 4 bams i want to use for my character, what i need to do?
I sorry to ask such dumb question, and will understand if u ignore me.
But will be super gratefull if u ll explain.
All tutorials i find was outdated (EE 1.3) or for BGT
0x7E02 XYAA in animate.ids
and make 7E02.ini with refs i need
still empty circle
0x7E02
I tried 100500 offsets but still cant find which will work
I took 0x7F63 offset for example
IT isnt use any animation
however when i set it ti use mine - ingame it mouse animation...
Let's assume you want to create the mod "Improved Werewolves". It consists of the following file structure:
setup-ImprovedWerewolves.exe <- The executable for installing the mod /ImprovedWerewolves <- The mod folder which is referenced by the %MOD_FOLDER% variable in WeiDU script setup-ImprovedWerewolves.tp2 <- Our WeiDU installation script (see below) /animations <- This subfolder contains all of our animation-related resources xyaag1.bam xyaag1e.bam xyaag2.bam xyaag2e.bam 7xxx.ini <- Contains definitions about the creature animation. This can be a copy of 7E01.INI from the game where you replaced the resource reference with your own. (i.e. resref=MGWE -> resref=XYAA) /creatures xywolf1.cre <- The creature file that should use our new improved werewolf animation /lib animation_slots.tph <- Library with animation functions
Our goal is to install and register the new creature animation, and copy over the creature file that should use the new animation.
This could be the content of our setup-ImprovedWerewolves.tp2:
BACKUP ~ImprovedWerewolves/backup~ AUTHOR ~Myself~ VERSION ~1.0~ // Component "My improved werewolf creature" BEGIN ~My improved werewolf creature~ // This statement includes the library with all the animation-related functions. // %MOD_FOLDER% is used to save typing out "ImprovedWerewolves" every time you want to point // to a mod resource. WeiDU automatically replaces it with the mod's folder name. INCLUDE ~%MOD_FOLDER%/lib/animation_slots.tph~ // The following block attempts to find a free animation slot in the range 0x7e00..0x7f00 // (in hexadecimal notation). The next free slot number is returned in "slot". // (LAF is short for LAUNCH_ACTION_FUNCTION) LAF FIND_FREE_ANIM_SLOT INT_VAR slotMin = 0x7e00 slotMax = 0x7f00 RET slot END // Always check if "slot" is a valid animation slot number ACTION_IF (slot >= 0) BEGIN // Another function. This one converts the decimal value "slot" into its hexadecimal // representation and returns it in "hexNumber". This is needed for ANIMATE.IDS and the name // of the associated INI file (see below). LAF TO_HEX_NUMBER INT_VAR value = slot minDigits = 4 // our number should always be 4 digits long RET hexNumber END // This line adds our animation slot to the ANIMATE.IDS with a meaningful name. APPEND ~animate.ids~ ~0x%hexNumber% IMPROVED_WEREWOLF~ UNLESS ~IMPROVED_WEREWOLF~ // This line installs the file 7xxx.ini, located in the "animations" subfolder, into the game's // override folder with a filename that is derived from the current animation slot number. COPY ~%MOD_FOLDER%/animations/7xxx.ini~ ~override/%hexNumber%.ini~ // This code block copies all available BAM files from the mod's "animations" subfolder into // the game's override folder. ACTION_BASH_FOR ~%MOD_FOLDER%/animations~ ~.+\.bam~ BEGIN COPY ~%BASH_FOR_FILESPEC%~ ~override~ END // Now we can install the actual creature. We define a new name and set the creature animation // to the value we've just retrieved from the function above. COPY ~%MOD_FOLDER%/creatures/xywolf1.cre~ ~override~ SAY NAME1 ~Improved Werewolf~ SAY NAME2 ~Improved Werewolf~ WRITE_LONG 0x28 slot // setting our new creature animation END ELSE BEGIN // This message is displayed if no free animations were available. // It will terminate the whole installation procedure. FAIL ~No free creature animation slot available.~ END
Edit: You still have to find working animation slots beforehand though. The above example assumes that you already know which slot range works for your animation type.
Hey Probe i have same issue!
I also need old_monster slot and i cant find it
I tried
0x0705
But now i have THAT ingame instead my animation
I gave up man
Spent week to make bams and now just cant get it ingame...
Seems i find sot for old_monster
I create 7e10.ini (7e01.ini copy)
make there refs
resref=XYAA
resref_paperdoll=XYAA
Now animations load coorect
BUT
Now problem with paperdoll
It loading MGWE paperdoll!!
What more interesting if i delete string "resref_paperdoll" animation not loading at all!! HOW??
CLOSE THREAD.