The development team for the Infinity Engine say that one lesson they learnt was not to hard code anything, but how much of the Infinity Engine is hardcoded? For instance the CHUI files describe the positions of the buttons, but don't appear to link to an action, is the link hard coded?
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
the animation IDs
the races
the classes to a certain extend
the abbilities
...
The link of the chu files is only a field called "ID" of the button the game probably figueres out whch id does what when pressed so it is hardcoded in big parts...
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
I orginally thought that the GUI object ID was the key, I thought that every object would have a different ID, however their ID is only unique to the panel they are contained in. I realised the races/classes were partly-hard coded which makes in harder to create one engine to run all, mind you it could be fun to allow other races in BG1, just copy over a few biff files from 2
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Has anyone ever figured out how to find the BAM file for a specific CRE animation?
I know ot works by taking a "base name" and adding a "suffix", depending on the desired action.
IWD-Example:
Base name = "MSKB" (dunno it's name right now, some skeleton beast ;-)
Suffix = "Wk" (walking S, SW, S, NW, N)
Suffix = "WkE" (walking NE, E, SE)
It could save me a lot of time it anyone had already figured this out for as many CREs as possible. Especially the Mapping "CRE Animation ID --> Base Name" would be helpful
--Michael
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
the animation system is verry strange there are many different system since evry game introduced a new animation system.... Just look at may latest posts in the iesdp forum of teambg...
The names for the animation bams are in animsnd.ids (or something similar...)
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
The development team for the Infinity Engine say that one lesson they learnt was not to hard code anything, but how much of the Infinity Engine is hardcoded? For instance the CHUI files describe the positions of the buttons, but don't appear to link to an action, is the link hard coded?
the animation IDs
the races
the classes to a certain extend
the abbilities
...
The link of the chu files is only a field called "ID" of the button the game probably figueres out whch id does what when pressed so it is hardcoded in big parts...
I orginally thought that the GUI object ID was the key, I thought that every object would have a different ID, however their ID is only unique to the panel they are contained in. I realised the races/classes were partly-hard coded which makes in harder to create one engine to run all, mind you it could be fun to allow other races in BG1, just copy over a few biff files from 2
Aaargh...
Has anyone ever figured out how to find the BAM file for a specific CRE animation?
I know ot works by taking a "base name" and adding a "suffix", depending on the desired action.
IWD-Example:
Base name = "MSKB" (dunno it's name right now, some skeleton beast ;-)
Suffix = "Wk" (walking S, SW, S, NW, N)
Suffix = "WkE" (walking NE, E, SE)
It could save me a lot of time it anyone had already figured this out for as many CREs as possible. Especially the Mapping "CRE Animation ID --> Base Name" would be helpful
--Michael
the animation system is verry strange there are many different system since evry game introduced a new animation system.... Just look at may latest posts in the iesdp forum of teambg...
The names for the animation bams are in animsnd.ids (or something similar...)