Nwmax 3ds max 811/19/2022 ![]() ![]() If you know of an automated script that crops BMP or GIF images to the dimensions of their actual data (i.e. Certainly, assembling BAMs should be easy enough to automate, which is what BAM Batcher does, but not for creature animations (yet) because they're quite complex - you would need to know exactly which frames go to which sequences. I'm not sure how much of it (if any) could be automated, because it might involve a bit of modder discretion, but it would be great if it could. If things are time-consuming because you have to do the same things all over again, I can take a look at it and I might be able to help you save some time.Well, I'll post the instructions I got from Erephine for converting NWN animations. I used AutoIt3 to do some roll-out installations, build little helpers that are used very often, so I do have some experience when it comes to control applications. Since I was in this forum and read this thread, I just wanted to let you know that I might be able to give you a hand on automating some tasks if you can give me detailed instructions. bat files thatĮdited by Sam., 10 October 2013 - 06:45 AM. You should be able to use this to build up a couple of. Will turn off "Play", and on "Joint Axes". Gr2_viewer -clear PlayAnimation -set CoordinateFrames Set or clear it from the command line, there will be a "Var. In general, if you hover above an option in the menus, if you can The "Play" checkbox in the animation preview options will default to Included is some additional information about running the Granny Viewer from the command line which can help automate the setup processes described above. Gr2_viewer_setup v2.9.1.0.rar 2.16MB 756 downloadsĮdit: I tracked down an email from 2010 between me and RAD Game Tools. If you have a more recent version, please let me know. The most recent version I was able to find online is v2.9.1.0, which I have attached here. Here is a VERY quick example for the Rock Titan just to prove my method works:Įdit: The Granny Viewer is no longer available on the RAD Video Tools website. There have been some efforts to convert the Granny 3D files to other formats (see here), but even if you could successfully convert them, you would still probably have to go through the same ordeal as converting them from NWN. It really isn't hard to do, just time-consuming. I may have made the process sound more complicated than it is. ![]() BAM utility of choice, paying close attention to the alignment of the frames. Now it's just a matter of building the animation from your screen captures using your. Do this for every direction of every animation for the type of animation slot you are porting these animations to. To capture the frames, I suggest clicking on "Time Drag" and then dragging the mouse from left to right, taking a screen shot every tenth of a second or so. Now adjust the size and angle of the animation (using the left mouse button and mouse scroll wheel) as needed. Uncheck play, select the desired animation you loaded before, click on "Zoom to Scene" and then "Orbit Scene" buttons. ![]() Click "All Grids Off" and then go back to the main menu. Now click on the "Back to Main Menu" button again and go to "Grids". Now click on the "Back to Main Menu" button on the menu bar at the left. Go to the "Animation List" tab under the model preview and load all of the creature's animation. Now you need to load the animation files. Setting up animation in the Granny Viewer: Now extract the animations you will be porting. The entire thing can be opened using a program like WinRAR ('R-Click' -> Open With. This AutoHotkey function works well for me, but any screen capture program will do (you could even do it with the "PrntScrn" key and then paste it to MS Paint, but that's REALLY slow.)Īll of the files for Lionheart are contained in the massive ~1.5GB "data.DAT" archive. BAM editor (I use BAMWorkshop II) found here.Ī screen capture program will also make thing go faster. ![]() No, all of the animations and models are Granny 3D files (*.gr2).Ī good. mdl format then, or are these in some other format? Not knowing that format was the main stumbling block in converting the animations to BAMs or even BMPs. Maybe some of the others for alternate fiends or undead but it might not be worth the trouble if they're a pain to convert. That last one in the third row looks vaguely like an alu-fiend so it would be useful to have that. If anyone else would like to give porting them a shot who doesn't have the game, just tell me which animations you are interested in and I'll upload the appropriate files (or all of them if desired). I'll give an explanation of how to go about doing it below. I don't know if I have a bunch of time to port animations but I would try one or two since I have the game. ![]()
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