Monster Manual
Akerhon
Member, Translator (NDA) Posts: 614
I wanted to report this site: http://www.dotd.com/mm/MM00000.htm
There is a long list of monsters, some of which may be added :-)
For BG1, BG2, IWD1
There is a long list of monsters, some of which may be added :-)
For BG1, BG2, IWD1
2
Comments
but no xvart in the list, might hurt some people feelings...
http://nwvault.ign.com/View.php?view=Creatures.Detail&id=648
thanks AndreaColombo:) (Didnt wanted to create a whole new reply just for that)
Sorry for derailing the thread! Just had to say nice job!
Also figured out how to run 8 different animations in a single animation slot! Anyway
http://www.shsforums.net/index.php?app=core&module=search&do=user_activity&search_app=downloads&mid=30
@Cuv - I'm afraid the devs would still need access to the rights to use those Ps:T animations, and as per @TrentOster they currently don't.
is it correct that the mod would be/is capable of- for example: you capture an animation sequence from top down perspective compatible with baldurs isometric. then you convert the sequence to bitmap, jpeg,or gif sequence (whatever baldur is using), and with the help of Infinity animation you can assign these sequences to specific actions of the new creature. end result: dire bear from nwn2 in bg2 game.
sorry if i missed the point entirely, i a bit confused :P
@AndreaColombo Ah! Good point. Well that is a pity. Some could be custom created from original artwork, but that would honestly take a year or more to get enough finished to be worth it... and it would take someone who knows how, sadly I dont have the time with everything else going on.
@NWN_babYaga It would be easy to get the sequences if you have the creature created from scratch, but remember you cannot take your snapshot images from NWN or any other game engine for them to be able to legally make use of them. Meaning you would have to take your render images outside of a game toolset. And, dont forget, you would need to own the program with which you created them, ie: 3dsMax non-student version and legally in your possession and licensed to you. Just saying. How many of us actually own a full professional licensed version of 3dsMax or zBrush?
Modders can do things that developers cant, sadly. I sometimes forget that. And also remember that if the devs keep modders in mind by allowing extra animation slots(which I hope they do), they cannot legally endorse the use of those slots for anything other than user created 'original' custom content as @AndreaColombo just reminded me above.
However, there is more to enhancing a game than just add new animations: as discussed above, there are mods for that ;-)
Maybe i'm short minded here, but i can't even imagine a improve on the game features to act as 2012 games without a animation implement, i believe they will just trow a LOT of new movies on the game, so... .
So i ask now if you or anyone could answer this i would be gratefull:
Is BG:EE something a mod WOULD BE ABLE to do, with the resources and an equip to backup them?
I believe this is the golden question for this project.