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Animation filenames, what do they mean?

SirBatinceSirBatince 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

5udykt3s75xp.png

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

Comments

  • argent77argent77 Member Posts: 3,478
    The naming scheme of creature animation files can be quite complicated. You can find a good description in the IESDP.
  • SirBatinceSirBatince Member Posts: 882
    Thank you for that link.

    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
  • kjeronkjeron Member Posts: 2,368
    @SirBatince the 6400 block doesn't appear to support paperdolls.
    You can clone it in the 6600 block, and the paperdoll will work (as -1INV, -2INV, -3INV, -4INV).
  • SirBatinceSirBatince Member Posts: 882
    @kjeron I'm not sure what you mean with "cloning", I'm rather very inexperienced with NI.
  • kjeronkjeron Member Posts: 2,368
    edited February 2021
    Doom Guard is animation 0x6405 (from ANIMATE.IDS).
    Copy file 6405.INI as 6630.INI.
    Add entry to ANIMATE.IDS:
    0x6630  DOOM_GUARD_W/PAPERDOLL
    
    Use the new animation (in your creature or op53).
    Add your paperdolls as MDGU1inv.BAM, MDGU2inv.BAM, MDGU3inv.BAM, and MDGU4inv.BAM.
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