Animation filenames, what do they mean?
SirBatince
Member Posts: 882
Hello
I am venturing a bit in BGEE nearinfinity modding and I would like somebody to explain to me what the bam names actually mean?
For instance
Here, I gather MDGU would be Monster Doom Guard, but what's all this a1 a2 stuff? And the E ones? I can only guess CA is "cast".
NPROHG1 is apparently one of the townsfolk but I do not understand why they would have another set called "PROL".
Thank you
I am venturing a bit in BGEE nearinfinity modding and I would like somebody to explain to me what the bam names actually mean?
For instance
Here, I gather MDGU would be Monster Doom Guard, but what's all this a1 a2 stuff? And the E ones? I can only guess CA is "cast".
NPROHG1 is apparently one of the townsfolk but I do not understand why they would have another set called "PROL".
Thank you
0
Comments
I think I may have run into some weird hard-code, but MDGUinv.BAM refuses to show a paperdoll. I've tried with various other monsters and it works just fine. I've tried MDGU1inv.BAM aswell with no success
You can clone it in the 6600 block, and the paperdoll will work (as -1INV, -2INV, -3INV, -4INV).
Copy file 6405.INI as 6630.INI.
Add entry to ANIMATE.IDS: Use the new animation (in your creature or op53).
Add your paperdolls as MDGU1inv.BAM, MDGU2inv.BAM, MDGU3inv.BAM, and MDGU4inv.BAM.