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  • Animations are made more generic, supermodel hierarchy is made clear
  • Animation files are smaller MDL files, so should be faster / more efficient especially if further animations are added (eg converting simple to full models)
    • Might make 2 versions; one with the original model file as well (so it can be used in blender to layer over another model for animations) and a second stripped of all erroneous data and leaving just the animations
  • No reliance on the original model files being unchanged - eg by patches, other custom content or anything else

New Walks

The one main animation change in NWN:EE is the unhardcoding of iprp_walk.2da. This can add an item property (that could go on any item really) that stops running and applies a new walk animation, the game includes "Zombie" and "Injured". See 1.81.8193.15.

Example new 2da although testing it hasn't lead to the correct results with an elf NPC, oddly, needs further testing (0 however might be good as a default):

Code Block
2DA V2.0

       Name       Label
0      63795      Default_hardcoded
1      6658       ZombieWalk_hardcoded
2	   6411       Injured_hardcoded
2	   67302      New_walk


Naming Convention

a_op_a_XXX.mdl - XXX can be up to 11 characters long. EG: op_a_badger.mdl

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To be filled in as work is done on this.

Animation Model NameSourceTypeNotes