Open 4Luke4 opened 3 years ago
@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.
@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
Is that due to those redundant frames you need to remove...?
Yes, that's what I wanted to test. :wink: Try with these files mlizsd_fix.zip
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)
As you can see, the weapon is somewhat hidden behind the creature body...
On which game this you test it? As it works on oBG2 games, I will try to reproduce it tonight.
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: mli2_fix.zip
Try this one: mli2_fix.zip
So:
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...
- 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 👍🏻
- 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.
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...
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...
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...?
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.