BAM files are provided for testing. Simply place them in the override folder.
An INI file for the BAM files is provided to allow editing of the filters with Near Infinity during testing
Manual
If an object is missing from the "Material List" (Step 2), a user-friendly error message is displayed.
The "Every X-Frame" option in Step 1 is fixed. The calculated steps depend on the changed starting value of the animation frame. Autospriter does not support negative starting values for frames.
For the armature(rig) in the "Object List," a plausibility check is performed for a disabled render symbol in the "Outliner" window.
Thank you, I'm glad you like them .
They give Candlekeep a certain atmosphere: "Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest Eagles"- joking^^.
The demo for animation type 4000 includes more shadow nodes compared to the demo for animation type c000, allowing to use only predefined colors during rendering.
In addition to the shadow nodes, parameters in the Blender demo file have been adjusted.
Thanks, Acifer !
Modeling sometimes feels like fun character creation, but it's much more complex.
That's why I wish there was a detailed workflow for modeling in the original games. It could lead to some interesting insights.
BAM files for testing animation type 7000 monster_old is available. Simply place them in the Override folder.
The file 7b00.INI is a test file for the demo "Monster_Old" (animation type 7000). Place it in the game's Override folder to activate it(prevents color bleeding).
BAM file available for importing the color palette (animation type 7000 monster_old). This is not for the Override folder.
Fixes incorrect sprite attack name for animation type 7000 monster_old
Removed reset in pose mode to prevent deformation. This prevents deformation of the wolf animation demo (type 7000 "monster_old"). See issue #102 for more information. The reset function was implemented for the demo animation type "c000", but the workflow is less clear and structured than for demo type 7000 "monster_old".
Step 2 now includes a new optional container with a button to enable INI file creation usable in Near Infinity Bam converter.
The creation of the INI file is currently available only for animation type 7000 monster split_bams=0 available.
The sprite name for the weapon overlays in animation type 7000 has been corrected.
The characters for the weapon overlays have been changed to avoid conflicts with animations (e.g., the scimitar used the character SC, which is also used for the ready animation).
Every x-frame in step 1 is corrected during rendering (The fix was the bug and the fix is now fixed)
BAM file and INI for testing animation type 7000 monstersplit_bams=0 is available(with weapon overlays and color replacements). Simply place them in the override folder(Except '!_Fishman_filters.ini').
Thank you, Acifer !
All the sprites I generated by IE AutoSpriter are free to use, should you or anyone else ever want them. I make them only for testing and learning purposes, which is why I don't fix them if they contain "small" errors—but this one turned out better than I expected .
INI files for animation type 7000 monster sp1 are created, depending on selections on Step 4.
BAM and INI files are provided for testing. Simply place them in the override folder(<monster>_Filters.ini).
Adds new shading materials to save file(EEVEE render engine).
Various small bug fixes.
Manual
Note:
Nearly one year has passed since the beginning of IE AutoSpriter. I hoped to finish it by the end of 2026, but if unexpected issues arise, such as the new INI creation feature, then this project may take longer.
Comments
Updates:
Updates:
NOTE: The demo for type B000 is missing in this version, but is available in the latest commit.
https://github.com/Incrementis/IE-AutoSpriter-/tree/main/demos/blender4.5.5 LTS
Updates:
Thank you, I'm glad you like them
They give Candlekeep a certain atmosphere: "Nestled atop the cliffs that rise from the Sword Coast, the citadel of Candlekeep houses the finest Eagles"- joking^^.
Updates:
Updates:
https://www.gibberlings3.net/forums/topic/41085-bgee-actor-sleepfatcre-has-the-wrong-orientation-in-are-files/
Modeling sometimes feels like fun character creation, but it's much more complex.
That's why I wish there was a detailed workflow for modeling in the original games. It could lead to some interesting insights.
Updates:
Note:
Updates:
Updates:
All the sprites I generated by IE AutoSpriter are free to use, should you or anyone else ever want them. I make them only for testing and learning purposes, which is why I don't fix them if they contain "small" errors—but this one turned out better than I expected
Updates:
Note:
Nearly one year has passed since the beginning of IE AutoSpriter. I hoped to finish it by the end of 2026, but if unexpected issues arise, such as the new INI creation feature, then this project may take longer.