...
- 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 Animations
Custom Animations
Some sources of potential animations:
- https://www.mixamo.com/ - Adobe
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.
...
a_op_XXX.mdl - XXX can be up to 11 characters long. EG: op_a_badger.mdl
Overhaul Animation Models
To be filled in as work is done on this.
| Animation Model Name | Source | Type | Notes |
|---|---|---|---|
| a_op_drg_chrom.mdl | Six's Chromatic Dragons | Dragon - Chromatic animations | May be we can tidy up some of the geometry retained in this file, but otherwise is for the newer Chromatic dragons only not the old models |
Original Supermodels List
This is the games supermodels list, using .33 data, which includes of course duff ones - like "wbwlc_m_011"!some of which may not be actually supermodels. Needs checking in all instances.
The existing a_ba.mdl etc. could be retained as-is.
New models generated always should have setsupermodel to be an "a_" entry though, new in Overhaul or in the base files.
| Code Block | ||||
|---|---|---|---|---|
| ||||
a_ba a_ba2 a_ba2_coat a_ba2_coat_cus a_ba_casts a_ba_coat a_ba_coat_cus a_ba_custom a_ba_med_weap a_ba_non_combat a_da a_da2_coat a_da_coat a_dfa a_dfa2_coat a_dfa_coat a_dwarf a_fa a_fa2_coat a_fa_coat c_a_bat c_a_bird_rav c_a_deer c_a_ox c_air c_allip c_bathorror c_beardire c_beetle c_behold c_bugbeara c_cat c_cat_dire c_deer c_devour c_direwolf c_drgblack c_drgbrass c_drggreen c_drgmist_anims c_drgwhite c_driderchf c_fire c_formwrk c_ghoul c_gntfrost c_gnthill c_goblina c_goblinx c_goliron c_golstone c_harat c_horror c_imp c_lion c_mindflayer c_minotaur c_mum_com c_ogre c_ogrea c_oldmagea c_oldwara c_ooze_a01 c_orca c_orcchiefa c_orcwiza c_raven c_sharkmk c_slaadgrn c_spidgiant c_stinger c_tail_sil c_tailliz c_troll c_vampire_m c_water c_werewolf c_wingdrg1_sil c_wingdrg2_sil c_wingsan c_wolf c_wyrmlred c_wyvern_anims c_ykid_m c_yold_m h_ba h_ba_casts h_ba_coat h_ba_custom h_ba_med_weap h_ba_non_combat h_da_coat h_dfa_coat h_fa h_fa_coat h_fa_med_weap h_fa_non_combat id_map_01 pfa0 pfa2 pfa3 pfa5 pfa6 pfa8 pfd0 pfd2 pfd3 pfd5 pfd6 pfd8 pfe0 pfe2 pfe3 pfe5 pfe6 pfe8 pfg0 pfg2 pfg3 pfg5 pfg6 pfg8 pfh0 pfh2 pfh3 pfh5 pfh6 pfh8 pfo0 pfo2 pfo3 pfo5 pfo6 pfo8 plc_kelp31 pma0 pma2 pma3 pma5 pma6 pma8 pmd0 pmd2 pmd3 pmd5 pmd6 pmd8 pme0 pme2 pme3 pme5 pme6 pme8 pmg0 pmg2 pmg3 pmg5 pmg6 pmg8 pmh0 pmh2 pmh3 pmh5 pmh6 pmh8 pmo0 pmo2 pmo3 pmo5 pmo6 pmo8 tnp_balc_a01 tnp_balc_a01w tnp_balc_f01 tnp_balc_f03 tnp_benc_a01 tnp_bush_001 tnp_flag_a01 tnp_flag_b01 tnp_flag_c01 tnp_flag_e01 tnp_flag_e11 tnp_flag_e21 tnp_flag_e31 tnp_flag_e41 tnp_flag_e51 tnp_list01 tnp_scaf_a01 tnp_tree_a01 tnp_wndw_b14 wblfh_t_011 wbwlc_m_011 wbwlc_t_011 wbwln_m_011 wbwln_t_011 wbwsh_m_011 wbwsh_t_011 wbwxh_t_011 wbwxh_t_041 wbwxl_t_011 wbwxl_t_031 wbwxl_t_041 |
Overhaul Animation Models
To be filled in as work is done on this.
...