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Topic Summary

Posted by: Jackal
« on: September 22, 2005, 05:28:53 PM »

Sure. Its in my public ftp.
http://www3.telus.net/public/pamric/
You may want the Minotaur.blend, the DLMin.rar, and mabey that BlendTut folder. ( a tutorial specificly for this kind of animation.)
Of course, being in my public ftp folder, you are free to browse.
Posted by: fistandantulus
« on: September 21, 2005, 09:58:19 PM »

do you still have the original blender files? cause im learning to use blender and having a completed model to play with would be fun...
Posted by: Sir-Kill
« on: August 24, 2005, 07:57:45 AM »

I hear you.
it sucks that this might have to shelved at the moment. but maybe when you do have time. it is to much work to just get tossed in the trash.
anyway when you do get back to it I'll help if I can.
Posted by: Jackal
« on: August 24, 2005, 06:58:32 AM »

...I hate clown colors....
I do have the models, but now i'm way too busy to re-run them all.
If they can't work, then I'm sorry I wasted your time.
Such a pity Bioware didn't just use alpha graphics ;)
Posted by: Sir-Kill
« on: August 22, 2005, 06:42:53 AM »

I checked the link to DLTC that jackel posted about maxs pallet assignment but is there any other place that I can get that info? because I do not understand what is involved/required.

IF I had to do all this manualy there is no possible way that I could do this. it would have to be done in 3d. hoping jackel saved his original files. the only thing that I did was to shift the colors blue to red, red to blue, ect.
Posted by: Avenger_teambg
« on: August 19, 2005, 01:20:19 PM »

As i previously said, the colour is really irrelevant.
Position is what you need to nail down.
Check the palette of an original bam  and one you made to see what i mean.
Posted by: Sir-Kill
« on: August 19, 2005, 08:10:05 AM »

it is hard to tell from the small image but the new green and yellow look closer to the human? clown colors. and the blue is heavy armor ;)
Posted by: Ghreyfain
« on: August 19, 2005, 07:13:08 AM »

I think the brightness of the yellow/green was better in the first pic.  Also, blue corresponds to the "leather" colour, doesn't it?  Actually, no wait, red is leather, that's right.
Posted by: Sir-Kill
« on: August 19, 2005, 05:10:05 AM »

well I don't know if this helps but this is a sample of what psp can do.
First I took and changed the colors around. Easy open set and close.
Second I bumped the hue on the green and the yellow.
As you can see the minitor is a bit taller than it should be I can resize this.
here is a pic.
(http://forums.blackwyrmlair.net/uploads/post-82-1124447253.jpg)
Posted by: Avenger_teambg
« on: August 19, 2005, 03:22:44 AM »

I am sorry avenger but I think that last post has me more confused than before.

I can bam them up. I could conceivably even change the clown colors tho this would require a bit of scripting in psp and a lot of luck. and what the colors need to be. Did you download the bam I loaded to ftp? and see what DLTCEP can do with the pallet? the color change MUST be done before the bamming. then on to the tranparency I am sure that dltcep can handle/convert that, am I wrong?
You are confused because i talked to Jackal not you :)

I didn't download any bam from any ftp, i downloaded only jackal's files.
DLTCEP cannot do too much with the palette, except manual manipulations. (swapping colors or altering them).
It can move the transparent color automatically (by order palette), but that would mix up all the rest.
You can also move the transparent colour by hand.

I think the fake coloured anims don't use the palette values, they use only the palette positions.
Thus it is very important to assign each shade of each colour gradient to the right palette slot.

[edit]
Looking at the backslash.bam: it has 3 problems

1 - transparent colour has been moved away - I did fix this
2 - shadow colour has been moved away - It is fixable similarly, but there are 2 similar colours and i couldn't determine which is the shadow
3 - the palette entries are all mixed up - can't help this

Probably it is possible to do the 3rd but I need to write new code.

It is really annoying that BamWorkshop overwrites the first 2 palette entries but couldn't match them in imported bmp's. It is quite easy to tell which bams were produced by BWS: magenta shadows. heheh.


Posted by: Sir-Kill
« on: August 18, 2005, 03:34:41 PM »

I am sorry avenger but I think that last post has me more confused than before.

I can bam them up. I could conceivably even change the clown colors tho this would require a bit of scripting in psp and a lot of luck. and what the colors need to be. Did you download the bam I loaded to ftp? and see what DLTCEP can do with the pallet? the color change MUST be done before the bamming. then on to the tranparency I am sure that dltcep can handle/convert that, am I wrong?
Posted by: Avenger_teambg
« on: August 18, 2005, 10:05:24 AM »

Hmm well, i wanted to add clown colours, even made it possible to use the half orc animation slot as a fully capable character animation :)

Since your files seem to support clown colours (even if the colours are not paletted and a bit faded), i didn't even think about using the minotaur slot (for example).

Since my graphical talents are near zero, i gave up on this anyway.
Posted by: Jackal
« on: August 18, 2005, 07:07:32 AM »

That has me confused too. I wish Max had done it. I have faith in your skills, but he had a big head start.:P
http://www.dragonlancetc.com/forums/index.php?board=12;action=display;threadid=1039
Quote
The transparent color is the first palette entry in the BAM file. BAM Workshop imports only RGB 0, 151, 151 as transparent, which is why I mentioned it before. Once the transparent color is imported, we can change it to whatever we want in DLTCEP.
(1st page of that thread.)
It sounded simple then...
Posted by: Sir-Kill
« on: August 18, 2005, 04:46:49 AM »

this is why the transparent color doesn't work. but I think dltcep can fixthat with ease. what I need to know is if the clown colors will work.

avenger
Quote
4. the bmp's provided use truecolor and also a bad palette. It is impossible to me to match the palette to the normal fake color palette character animations use. (This halted my efforts completely).
this has me concerned and I can't proceed without knowing. is it the placement of the colors or the levels of the colors.
Posted by: Jackal
« on: August 17, 2005, 04:57:32 PM »

Ya, I'm up that early. Sucks. But its nice being done work at 3:30.
They are all 24 bit .bmp. Unfortunatly Blender didn't have any control over the color depth of its bmp renders.