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[BG(2):EE] Glitched weapon overlay animations #6
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@4Luke4 If it works (weapons should be correctly displayed), all I need to do will be to remove redundant frames. |
So, everything seem to be fine, weapons ( The only odd thing is that the LIZARD_MAN.freeze.movIs that due to those redundant frames you need to remove...? |
Yes, that's what I wanted to test. 😉 |
Sadly, the Moreover, I noticed another issue (see screenshot below) As you can see, the weapon is somewhat hidden behind the creature body... |
On which game this you test it? |
Siege of Dragonspear (v2.6). |
Never mind. I found the culprit. Will fix it tonight. |
Try this one: |
So:
|
Very weird. It should not. Try this new files :
This needs further investigation... |
OK, this is fixed now 👍🏻
True, this is still an issue... You can notice it also when the creature is idle. As you can see, the halberd is somewhat glitched into its foot... |
I could reproduce it in BG2:EE. And... I really don't understand why. When you open the animation cre tab in NI, the weapon overlays display properly, which means the bam files are not corrupted. It looks like it might be a severe EE Engine bug. I will see if any unused .INI setting might fix it, but I am not confident in finding the solution... |
What do you think @Argent77... |
Did you manage to fix it in the end...? |
I haven't really investigated this issue at all, but from the screenshots it looks like a Z-axis stacking order issue on the engine side. I've never seen this in creature animations before, only with VVC/VEF animations. Assuming there are animation slots available and assuming no other solutions can be found, could we manually combine the base animations with each weapon overlay into a separate individual animation (slot)? Edit: Only until beamdog provides a fix (if ever). |
The BG:EE (with or without SoD) versions of all E000-type animations (weapon overlay animations only!) seem to use incorrect center positions.
In particular, the general orientation and position of the weapon overlay roughly matches the stance of the creature animation.
Moreover, it looks like some BG2:EE files might also be problematic (at least in theory), as they contain a great amount of still frames in addition to the regular animation frames in their respective animation cycles (e.g.
MLIZCSD.BAM
). It's not immediately noticeable though, since the engine should cut off display of these redundant frames.As a result, you might want to overwrite these glitched BAM files with the IWD:EE ones (which appear to be fine...).
More info here.
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