Author Topic: Animloop adding objects to the tiles  (Read 745 times)

Legacy_Shadooow

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Animloop adding objects to the tiles
« on: November 15, 2012, 01:40:48 am »


               First time I ever seen this, was Baba Yaga's ravenloft forest. However, I discovered recently doing some fixes in tiles that this feature was already in!

Did you know you can do this in underdark tileset? Anim 1 adds green coverage, anim 2 adds crystal. Lol 10 years and never notice this.
'Image
               
               

               


                     Modifié par ShaDoOoW, 15 novembre 2012 - 02:26 .
                     
                  


            

Legacy_henesua

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Animloop adding objects to the tiles
« Reply #1 on: November 15, 2012, 02:30:13 am »


               wow... can you indicate which tiles do this?

BTW I think Zwerk added a similar feature to some of his mines/caves override.
               
               

               
            

Legacy_OldTimeRadio

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Animloop adding objects to the tiles
« Reply #2 on: November 15, 2012, 03:54:51 am »


               LOL!  This is why I love (and sometimes hate) this game.  There is just...so...MUCH.  At first I thought I'd seen this before but I honestly think it was Barrows I'm thinking of.  So this is a new one on me too, heh heh!

It's like some of the creature animations (or, to a lesser extent, placeable activation animations) that exist but that probably 1% of the people ever know about or even use.  They're not so much hidden as lost in the jumble of everything else.

Great "find".  '<img'>
               
               

               
            

Legacy_MadHaTr

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Animloop adding objects to the tiles
« Reply #3 on: November 22, 2012, 10:36:49 pm »


               That is pretty cool, I got the crystal working on every tile that had anim 2 but anim 1 did nothing for all the tiles I tested.

Edit:  Oh got one that the green showed up.   Is it normal for once you apply the animation it does not go away when you deselect it?
               
               

               


                     Modifié par MadHaTr, 22 novembre 2012 - 10:40 .
                     
                  


            

Legacy_Shadooow

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Animloop adding objects to the tiles
« Reply #4 on: November 22, 2012, 10:54:58 pm »


               

MadHaTr wrote...

 Is it normal for once you apply the animation it does not go away when you deselect it?

that seems to be the toolset bug or the models are unfinished

if you save area, open another and then go back, you will see it deselected, same ingame
               
               

               
            

Legacy_NWN_baba yaga

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Animloop adding objects to the tiles
« Reply #5 on: November 24, 2012, 10:19:38 pm »


               i´m wondering why bioware didnt mention that feature with the release of HotU? It´s realy a cool feature because you dont need to add dozens of placeable bushes/ flowers in an area with the right use... And i came to that idea because i played with _six wildwoods set and was annoyed of all the fog... then i had the moment '<img'>
               
               

               


                     Modifié par NWN_baba yaga, 24 novembre 2012 - 10:21 .
                     
                  


            

Legacy_Mr. Versipellis

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Animloop adding objects to the tiles
« Reply #6 on: November 29, 2012, 04:44:27 pm »


               

OldTimeRadio wrote...

LOL!  This is why I love (and sometimes hate) this game.  There is just...so...MUCH.  At first I thought I'd seen this before but I honestly think it was Barrows I'm thinking of.  So this is a new one on me too, heh heh!

It's like some of the creature animations (or, to a lesser extent, placeable activation animations) that exist but that probably 1% of the people ever know about or even use.  They're not so much hidden as lost in the jumble of everything else.

Great "find".  '<img'>

Care to elaborate on the creature animations?
               
               

               
            

Legacy_henesua

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Animloop adding objects to the tiles
« Reply #7 on: November 30, 2012, 06:13:42 pm »


               special appear and disappear animations would be one example.
Spiders have a nice set of these. I believe beholders do as well. OTR added a nice set to his skeletons in the Arabian Nights Community Content Challenge. I suspect there are many more but I am not aware of them.
               
               

               
            

Legacy_OldTimeRadio

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Animloop adding objects to the tiles
« Reply #8 on: November 30, 2012, 10:41:15 pm »


               Yep, just as Heneusa said.  Other than that?  Spasm, taunt off the top of my head.  I'm sure there are more, but it depends on the creature.  IIRC, there are about 30-40 anims in the C creature animation list and while a good chunk of those get played during combat, there are others that just don't.  Or don't usually, anyway.  But some artist took the time to make them and some can be pretty cool.  The easiest way to find out is to load up the model in GMax/Max, click on the model base and double-click on each of the non-obvious animation name entries to zoom into them and you can play them from there.  Same thing with placeables and activation animations. 

It's too bad there isn't some quick way to identify those properties in the toolset.  The toolset does allow you to change the state of a placeable but it tends to muck up the anim so you don't get a good idea what the "off2on" (for instance) really looks like.  Just what the "on" looks like.  That sort of thing.
               
               

               


                     Modifié par OldTimeRadio, 30 novembre 2012 - 10:43 .
                     
                  


            

Legacy_Mr. Versipellis

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Animloop adding objects to the tiles
« Reply #9 on: December 01, 2012, 03:14:37 pm »


               I've seen the spider ones and used the spasm animation in conversation, but I discovered these by chance. That's really interesting - thanks!