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[BG(2):EE] Glitched weapon overlay animations #6

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4Luke4 opened this issue Oct 23, 2021 · 15 comments
Open

[BG(2):EE] Glitched weapon overlay animations #6

4Luke4 opened this issue Oct 23, 2021 · 15 comments
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@4Luke4
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4Luke4 commented Oct 23, 2021

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.

@4Luke4 4Luke4 changed the title [BG(2):EE] Glitched weapon overlay animation [BG(2):EE] Glitched weapon overlay animations Oct 23, 2021
@GwendolyneFreddy
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GwendolyneFreddy commented Nov 3, 2021

@4Luke4
Please, could you try the following fix by copying the files in override?
IA_LM_fix.zip

If it works (weapons should be correctly displayed), all I need to do will be to remove redundant frames.

@4Luke4
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4Luke4 commented Nov 4, 2021

@GwendolyneFreddy

So, everything seem to be fine, weapons (AX / HB / MS for LIZARD_MAN; HB / CL / QS for LIZARD_MAN_ELITE) display correctly.

The only odd thing is that the 0xE510 LIZARD_MAN animation freezes when the creature is idle

LIZARD_MAN.freeze.mov

Is that due to those redundant frames you need to remove...?

@GwendolyneFreddy GwendolyneFreddy added bug Something isn't working request labels Nov 4, 2021
@GwendolyneFreddy
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Yes, that's what I wanted to test. 😉
Try with these files
mlizsd_fix.zip

@4Luke4
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4Luke4 commented Nov 4, 2021

Yes, that's what I wanted to test. 😉
Try with these files
mlizsd_fix.zip

Sadly, the 0xE510 LIZARD_MAN animation still freezes when idle...

Moreover, I noticed another issue (see screenshot below)

LIZARD_MAN

As you can see, the weapon is somewhat hidden behind the creature body...

@GwendolyneFreddy
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GwendolyneFreddy commented Nov 4, 2021

On which game this you test it?
As it works on oBG2 games, I will try to reproduce it tonight.

@4Luke4
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4Luke4 commented Nov 4, 2021

On which game this you test it?

Siege of Dragonspear (v2.6).

@GwendolyneFreddy
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Never mind. I found the culprit. Will fix it tonight.

@GwendolyneFreddy
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Try this one:
mli2_fix.zip

@4Luke4
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4Luke4 commented Nov 5, 2021

Try this one:
mli2_fix.zip

So:

  1. The creature still freezes when idle. The only difference is that it's much less noticeable now (just a second, more or less, but still noticeable)... Intended or bug...?
  2. When the creature is facing west and is attacking something, its weapon is still glitched (I made another screenshot).
LIZARD_MAN

@GwendolyneFreddy
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GwendolyneFreddy commented Nov 5, 2021

So:

1. The creature still freezes when idle. The only difference is that it's much less noticeable now (just a second, more or less, but still noticeable)... Intended or bug...?

Very weird. It should not. Try this new files :
mli2_new.zip

2. When the creature is facing west and is attacking something, its weapon is still glitched (I made another screenshot).

This needs further investigation...

@4Luke4
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4Luke4 commented Nov 5, 2021

  1. The creature still freezes when idle. The only difference is that it's much less noticeable now (just a second, more or less, but still noticeable)... Intended or bug...?

Very weird. It should not. Try this new files : mli2_new.zip

OK, this is fixed now 👍🏻

  1. When the creature is facing west and is attacking something, its weapon is still glitched (I made another screenshot).

This needs further investigation...

True, this is still an issue... You can notice it also when the creature is idle.

LIZARD_MAN

As you can see, the halberd is somewhat glitched into its foot...

@GwendolyneFreddy
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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...

@4Luke4
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4Luke4 commented Nov 8, 2021

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...

@4Luke4
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4Luke4 commented Nov 14, 2021

I will see if any unused .INI setting might fix it, but I am not confident in finding the solution...

Did you manage to fix it in the end...?

@Sampsca
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Sampsca commented Nov 15, 2021

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).

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