Help converting animations from PST to BG2
Wizer13
Member Posts: 65
Hi everyone!
I've been trying to use the animations done by Cuv from PST and use them in BG2. If I'm following the instructions correctly, I must rename the animations files to the right prefix founf in ANISND.ids. Example:
Example: Let's say I want to use the WIGHT_2 animation slot for my animation. I would take each file and rename them accordingly with BAUBA1 --> MWI2A1, BAUBA1E --> MWI2A1E, BAUBA2 --> MWI2A2, BAUBA2E --> MWI2A2E, etc.
Here's the link to the instructions:
file:///C:/GOG%20Games/Baldurs%20Gate%20II%20-%20Enhanced%20Edition/override/anim_decompressé/Bariaur/Readme-%20BAUB.htm
Thing is, I've tried to rename my files like said, transfered them to the override folder, used the right animation to my creature (I've took Mellisan animation and replaced it with the bariaur one) and nothing happens.
Am I missing something? Please, any help would be greatly appreciated!
I've been trying to use the animations done by Cuv from PST and use them in BG2. If I'm following the instructions correctly, I must rename the animations files to the right prefix founf in ANISND.ids. Example:
Example: Let's say I want to use the WIGHT_2 animation slot for my animation. I would take each file and rename them accordingly with BAUBA1 --> MWI2A1, BAUBA1E --> MWI2A1E, BAUBA2 --> MWI2A2, BAUBA2E --> MWI2A2E, etc.
Here's the link to the instructions:
file:///C:/GOG%20Games/Baldurs%20Gate%20II%20-%20Enhanced%20Edition/override/anim_decompressé/Bariaur/Readme-%20BAUB.htm
Thing is, I've tried to rename my files like said, transfered them to the override folder, used the right animation to my creature (I've took Mellisan animation and replaced it with the bariaur one) and nothing happens.
Am I missing something? Please, any help would be greatly appreciated!
0
Comments
Extract the BAM from Cuv's archive (downloaded from http://www.shsforums.net/files/file/453-pst-animation-conversion-baub-bauriaur/ ) to the override folder.
Bulk-rename these files to a new prefix (if you have a modder prefix, preferably use it as the first two characters. For example, in my case, I renamed everything to ZKBA****.bam). I would advise using either powershell if you are familiar with it, or a rename utility like Bulk Rename Utility, to avoid wasting time and making mistakes.
Created a new .INI file (copy pasted from that of the basic yuan-ti, ed00.ini, for example and just changed the resref line to ZKBA. Named the new .ini file ed01.ini, but you may pick any slot that isn't already taken.)
Added 0xED01 BAURIAR to the animate.ids file (that's the ids file you want to edit, not anisnd.ids. anisnd.ids is kind of useless now)
And you should be good to go. If you edit a character for it to have the new Bauriar animation it should work.
Note that if you do that it will still use the sound of a yuan-ti when performing actions (being hit, moving, etc...). If you want to edit that to use the sounds of the Bauriar, just extract the sounds listed in the .ini file of the bauriar in PST:EE, put them into your override folder, and edit your .ini file, replacing the filenames in the sound category with the ones you extracted.
I'll try converting my own animations from the source material. If you have another solution, I'm all ears. Thanks for time!
Do you have anything else in your override folder ? Like, for instance, other bams you copied from PST or something like that?
As far as I know, I didn't have other bams of the same name in my override. Ill try once again from the start, maybe I'll find my error by then.
I just tried again on a totally unmodded game and there it is:
I also heard there's limited spaces to place new animations in bg2, is that true? Thanks for your time!
WeiDU's function APPEND_FILE is what you're looking for.
Something like that would work: And within the animation.txt you'll have one or more lines you want to add, with the usual format of an animate.ids (e.g. 0xED01 BAURIAR )
And yes, technically there is a limit to the number of animations in BG, but since it's coded on 2 bytes there can be up to 65536 of them, which leaves you with roughly 65000 to add to the list
All you have to do is to make sure the slots you're using are not already used in the game, or in another mod, but not so many mods add new animations.
One could probably script something to make sure you're not overwriting a file installed by another mod, but it's so unlikely that I'd favor the trial and error method: pick any slot that's free in the original game, and if someone reports an animation bug you'll just have to change a digit or two.
By the way, if you want to specifically tag someone on this forum, use "@+username", this way the tagged person will receive a notification.