c4_angel Posted September 13, 2018 Share Posted September 13, 2018 (edited) Hello. Here are what I have done: - Create bam files. - Find an empty animation slot with Argent77's function. - Export 7f3b.ini (the deva good animation, which sounds I want to use), rename to the empty slot hex number, and edit resref to my bam prefix. - Edit an .cre file using the new animation slot. But when I summon the creature in game, there's no animation at all. Anything else I should do or any fault I did? Thanks. My code: LAF FIND_FREE_ANIM_SLOT INT_VAR slotMin = 0x7f00 slotMax = 0x7fff RET slot END ACTION_IF (slot <= 0) BEGIN FAIL ~No free slot.~ END LAF TO_HEX_NUMBER INT_VAR value = slot minDigits = 4 RET hexNumber END APPEND ~animate.ids~ ~0x%hexNumber% C4#AZRAEL~ UNLESS ~C4#AZRAEL~ APPEND ~anisnd.ids~ ~0x%hexNumber% C4#AA C4#AZRAEL~ UNLESS ~C4#AZRAEL~ CLEAR_IDS_MAP COPY ~%MOD_FOLDER%/animations/AZRAEL/AZRAEL.ini~ ~override/%hexNumber%.ini~ ACTION_BASH_FOR ~%MOD_FOLDER%/animations/AZRAEL~ ~^.+\.bam$~ BEGIN COPY ~%BASH_FOR_FILESPEC%~ ~override~ END My ini file: // MSOL solar [general] animation_type=7000 move_scale=9 ellipse=16 color_blood=47 color_chunks=0 sound_freq=6 personal_space=3 cast_frame=4 light_source=1 [monster] can_lie_down=1 detected_by_infravision=1 false_color=0 path_smooth=1 resref=C4#AA split_bams=1 translucent=0 [sounds] attack=solarg01,solarg02,blank attack_frame=0,0,0 awake= awake_frame=0 cast= cast_frame=0 conjure= conjure_frame=0 damage=solarg06 damage_frame=0 die=solarg07 die_frame=0 head_turn= head_turn_frame=0 ready= ready_frame=0 shoot= shoot_frame=0 twitch= twitch_frame=0 walk= walk_frame=0 attack_slash=solarg03,blank attack_slash_frame=0,0 attack_backslash=solarg04,blank attack_backslash_frame=0,0 attack_jab=solarg05,blank attack_jab_frame=0,0 emerge= emerge_frame=0 hide= hide_frame=0 sleep= sleep_frame=0 battle_cry=solarg01,solarg02,blank battle_cry_frame=0,0,0 selection=solarg01,solarg02,blank selection_frame=0,0,0 fall=fal_02b fall_frame=0 Edited September 14, 2018 by c4_angel Quote Link to comment
Jarno Mikkola Posted September 13, 2018 Share Posted September 13, 2018 Is this in the EE game... cause it won't work in the non-EE game, without bgmain.exe hack. What about animate.ids ... patched it yet ? And anisnd.ids ... same. Quote Link to comment
c4_angel Posted September 14, 2018 Author Share Posted September 14, 2018 (edited) Is this in the EE game... cause it won't work in the non-EE game, without bgmain.exe hack. What about animate.ids ... patched it yet ? And anisnd.ids ... same. Yeah, now testing in BG2EE v2.5. Patched animate.ids but not anisnd.ids. Thanks. EDIT: Patched anisnd.ids but not fixed... Edited September 14, 2018 by c4_angel Quote Link to comment
Gwendolyne Posted September 14, 2018 Share Posted September 14, 2018 Did you try with a 4 characters animation? Quote Link to comment
c4_angel Posted September 14, 2018 Author Share Posted September 14, 2018 Did you try with a 4 characters animation?I did but nothing different. But after I check Argent77's Golem Construction mod, change [monster] to [monster_icewind], animation_type to e000 in ini file, slotMin and slotMax to e000 and efff in the function, it works! Though I don't know why... But still no sound at all, not like the deva I copy from. Quote Link to comment
Gwendolyne Posted September 14, 2018 Share Posted September 14, 2018 It depends on the creature animation format you use; according to it, the bam files structure are different and the ini file you write must fit the format used. Quote Link to comment
c4_angel Posted September 14, 2018 Author Share Posted September 14, 2018 It depends on the creature animation format you use; according to it, the bam files structure are different and the ini file you write must fit the format used.I think I have understood. Thanks. Quote Link to comment
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