Are creature animations portable?
chimeric
Member Posts: 1,163
in PST:EE Mods
I hear that PST:EE is 90% or 99% hard-coded, and if that's true, there isn't much reason for me as a modder to look into its workings. Hopefully some of the new functions will make it to BG:EE eventually - Near Infinity already lists new opcodes, only they don't work yet. But what about creature animations? There isn't any obstacle to copying over BAMs from Torment to the other games, is there? Beamdog, do tell, are you going to update the list of animations that is currently shared between the BG games and IWD (only not all games have all BAMs) with new entries from Torment? Some are already present, like a few fiends, but not, for example, bariaurs or gronks.
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For the classic games at least the PST animations were significantly larger than the BG ones, meaning they'll require re-sizing (which is a none issue with NI's new bam editing functions). Not sure if that is still the case but if it is there probably won't be an official port.