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Vanilla bug in weapon paperdoll animations?


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#1 Creepin

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Posted 29 April 2017 - 12:36 PM

I have studied on how BG2 handles application of colour to the weapon animations within paperdoll, and noticed something weird. I have assigned 3 different colours for locations 16, 20 & 21 of my axe under opcode 7 for test purposes and went on to check it in game. First thing I saw was that item equipped to the main hand had only 2 colours applied, ones set for locations 16 & 20. Much to my surprise when equipped to the off hand it got back its 3 colours including the one assigned to location 21.

 

Here's an illustration: 16 is green, 20 is yellow and 21 is red.

Spoiler

First I thought that I erred somewhere because I'm totally new to graphics of the game, but eventually I found out that it's actually weapon animations template of the vanilla BG2 are broken. While some animations (sword, halberd, dagger and so on) have all 3 locations correctly colour-coded in, some (main hand axe, main hand flail and main hand mace) are bugged in that they all have location 21 colour coded as location 16. The reason I'm sure this is bug, apart from it's visual obviousness, is that off-hand animations of the same weapon colour codes all 3 locations correctly. Admittedly, there's only a handful vanilla item suffering from that bug because most of vanilla axes, maces and flails are having same colours for locations 16 and 21 lazily assigned to them, but vanilla ax1h02, ax1h03, ax1h07 and ax1h14 are all its victims, not to mention it harms modding.

 

With that said, what do you folks think:

- is that a real issue or I missed something and see bug where there's none?

- if yes, is it fixpack worthy?

and a bonus question:

- what is the difference between quadruples of files like wphaxinv.bam, wplaxinv.bam, wpmaxinv.bam, wpsaxinv.bam, are they all used in some cases by the game or some are redundant?


Edited by Creepin, 29 April 2017 - 03:41 PM.


#2 Jarno Mikkola

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Posted 29 April 2017 - 08:29 PM

Is this in the vanilla BG2:TOB ? Or in the ... EE, asking only because there could be difference. Or not.
So it's only the paperdoll, and the animations feature the 3rd color. Then it can be fixed. I would be a bit surprised if it weren't already fixed by the 1pp mod. But you might want to try it and find out.

- what is the difference between quadruples of files like wphaxinv.bam, wplaxinv.bam, wpmaxinv.bam, wpsaxinv.bam, are they all used in some cases by the game or some are redundant?

I would expect the difference be the user race ... there's very small difference between the last three you mentioned, and I would suppose it comes from where the specific race would place the weapon. The first, at least in BG2EE has completely different color scheme, in NI.

Edited by Jarno Mikkola, 29 April 2017 - 08:45 PM.

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#3 Creepin

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Posted 30 April 2017 - 12:28 AM

- vanilla BG2:ToB  with latest patch, BWS ready :)
- only the paperdoll luckily, it would have been world of pain to fix zillion frames of ingame animations! (even though I'm considering it because vanilla axe animations for some dumb reason features strip of a shaft colour along blade's edge :blink:)
- checking 1PP was the first thing I did. Sadly I found no mention of wphaxinv in its tp2 or files, neither its extensive readme mentions such a feature, nor does there any change appears in my install of BWS with 1PP included.
 

I would expect the difference be the user race ... there's very small difference between the last three you mentioned, and I would suppose it comes from where the specific race would place the weapon.

 
For me all 4 looks absolutely the same (from vanilla PoV). How many paperdoll heights do we have anyway, 3 (shortlings, elves and humans), or 4 with halforcs? I never played with halforc so I don't know if it's taller than human. If 4, there might be a connection: bam files holds the data on where its centre is located, so may be it's how they got adjusted to different heights. Sadly I can't find any tool capable to display where the centre of the bam is, so this is but a theory so far.

 

UPD: all 4 bams have the same centre (-4/-37 for the main frame), so this theory wasn't confirmed.

 

UPD2: Thanks to Erephine, these quadruplets of files have been explained: "Theres three sizes of species in Baldurs Gate. S stands for small, M for medium and L for large. BG2 also has a fourth size called N, although one of BG2's sizes is redundant and not used at all by the game."


Edited by Creepin, 01 May 2017 - 01:02 PM.


#4 Creepin

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Posted 08 May 2017 - 11:47 AM

checking 1PP was the first thing I did. Sadly I found no mention of wphaxinv in its tp2 or files, neither its extensive readme mentions such a feature, nor does there any change appears in my install of BWS with 1PP included.
...
UPD2: Thanks to Erephine, these quadruplets of files have been explained: "Theres three sizes of species in Baldurs Gate. S stands for small, M for medium and L for large. BG2 also has a fourth size called N, although one of BG2's sizes is redundant and not used at all by the game."

Adding 2 plus 2 took me almost a week, but eventually I found out that Erephine didn't touch H type because it is unused but updated L, M and S types, so this issue is actually covered by 1PP :)
Further study proved this wrong so I'm marking this as such to not to mislead anyone.

Edited by Creepin, 18 May 2017 - 06:32 AM.


#5 CamDawg

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Posted 04 June 2017 - 05:20 AM

This is really well spotted. I love it bugs that have been sitting under thousands of player and modder's noses for years. On the upside, it looks like the fix would be to recolor about a dozen, small paperdoll BAMs.


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