How to add a new animation?
Shin
Member Posts: 2,344
As the topic says, anyone with insight on this? My issue is that I've created a recoloured set of the BAMs for the air elemental. I don't just want to replace the regular air elemental BAMs with the recoloured ones as I don't want all air elementals to look that way - so I need to create a new animation "slot" that I can then use for a new creature.
Thoughts so far:
1. Animations seem to be listed in ANIMATE.IDS. The order seems somewhat arbitrary though - my last current entry is "0xE0D0". If I were to add a new entry, how do I know what 0x-designation it should have?
2. Even if I can properly add a new entry in ANIMATE.IDS, how do I attach the recoloured air elemental BAMs to it? I haven't managed to find a filetype yet that controls which BAMs are used by what animation slot.
Thoughts so far:
1. Animations seem to be listed in ANIMATE.IDS. The order seems somewhat arbitrary though - my last current entry is "0xE0D0". If I were to add a new entry, how do I know what 0x-designation it should have?
2. Even if I can properly add a new entry in ANIMATE.IDS, how do I attach the recoloured air elemental BAMs to it? I haven't managed to find a filetype yet that controls which BAMs are used by what animation slot.
0
Comments
There are some unused animation slots in the exe, so you would have to tailor your animation to work with those. But should warn you that some mods already make use of those slots, so if you plan to ship your mod with one of these, it may be incompatible with a few other mods.
Not sure which air elemental animation you altered... but there are only two: MAIR and MAIS prefixes. Either way. You can can try renaming them to use the MDK slots MKUR or MDOC. MMAX wont work for you. Rename all the file prefixes, drop in your override. Open your creature in NI and assign it the appropriate MDK slot to test if you animation works.
If it indeed works, then Infinity Animations will work for you and you can use it to create a new slot. That link has slot assignments though... the community tries to keep track of which mod uses which slots to avoid modding conflicts. If you animation works and is unique enough... it can be included in the official list. @Miloch can tell you more once you verify your animation works.
Edit: It seems I got it to work with IA now, great. 8)
The animations slots have been externalized to a file.
I'm not sure if it's working as intended so far, or some more stuff needs to be added.
Cuv, any chance you'll update the Infinity Animations mod for BG2EE? It's one of my favorites, and I can't put into words how much fun I had running around with a custom werebear companion. I friggin *LOOOOOOOOOOVED* that Diablo sprite!
Cuv, what do we have to do to get you to resurrect that mod? Shower you with gold? Sing your praises? Sacrifice a goat in your name?
And, uh... yeah, sorry for necroing an old thread! :P
[spoiler=rant]
On a side rant, whomever says that the gog version with mods is still superior to the EE version hasn't got the slightest idea what they are talking about. So anyway, yeah. we have externalized animations slots so no need to hack the exe any more. FYI, that is what the widescreen mod does too for vanilla. Okay... that crap I just said was speaking as a modder and not as a developer heh.
[/spoiler]
@viader has already done some work on this with his Extended Animations. Perhaps he could add the rest and get in touch with the people who maintain IA for permission/coordination.
[Spoiler]
I'm one of those that say that today (November 29th, 2013) the GOG version with mods is still superior to the EE version . I assure you I understand what you are saying and I agree with you that the EE engine is superior, but that doesn't mean that the game is better too. After all how many mods are there today that use EXTANIM.2da and how many mods are there today that are compatible with the GOG version but not the EE ? Which group is larger today in particular for BG1?
So I agree with you that in, let's say, 2017 the EE will likely be the better version of the game, but we are not there yet.
[/Spoiler]