Akin C. Dev @incrementis.bsky.social · 01/10/2026I remember playing Death Gate (1994) and loved it, but I never beat the puzzle with the end boss. What I love about adventure games is that they often feel like a mix of movie, book, and game. If done right, every solved puzzle leads into an enjoyable animation and/or dialogue. 010
Akin C. Dev @incrementis.bsky.social · 30/09/2026I am working on the last weapon animation. In this case, it is the flail. I made a few when testing animation type 7000 in the past, so it worked smoother than expected. Here is a sample. It contains bone constraints to simulate the chain movement. It could have been done better, but it serves. 000
Akin C. Dev @incrementis.bsky.social · 24/09/2026Finished animations for 5 weapons. 5 more to go. 000
Akin C. Dev @incrementis.bsky.social · 19/09/2026Rigging&animation for the ghost are done.Now the individual weapon animation per action needs to be done.Finished the sword animation.It is fun to come up with animations on the fly. It is a lot of work,but not as much as in the past due to a lack of basic knowledge (at least not all the time). 000
Akin C. Dev @incrementis.bsky.social · 14/09/2026All weapons are modeled. The next step is rigging and animation. 010
Akin C. Dev @incrementis.bsky.social · 13/09/2026I just wondered how many people are still playing PST:EE on Steam,&it seems to be ~100 people daily since ~2022.That is a consistent number,the unknown player numbers who play the game in a different place, not included. The number is surprisingly resilient. src: steamdb.info/app/466300/c... 010
Akin C. Dev @incrementis.bsky.social · 10/09/2026I have finished the sword, dagger, bow, and mace for the ghost model to wield so far. The full weapon set consists of 10, so there are six to go. Modeling in Blender feels like character creation on steroids. 010
Akin C. Dev @incrementis.bsky.social · 07/09/2026Good evening, The body is also theoretically done, as I have no clue how well the rigging and animation will turn out.That said, I am not quite sure if the arms will be kept.This will replace the E000 Ghost animation for testing IE Autospriter. But before that, all the weapons need to be done, too. 010
Akin C. Dev @incrementis.bsky.social · 04/09/2026Imagine on the other end the doc sees this. (I am obviously joking. Please, don't get disappointed in me. If you are allowed to joke around, then we are too🌈.) 000
Akin C. Dev @incrementis.bsky.social · 04/09/2026Alright, I made the eyes. It is not the absolute final version, but one I can live with and like. The creature is not a demilich. The right image is the rendered version, just to see what it would look like at a 45° camera angle and in-game. The next part will be its body. 010
Akin C. Dev @incrementis.bsky.social · 03/09/2026Good evening, today, I finished the jaw of the creature. Next, I will model the eyes. I think animated, maybe glowing eyes could fit as the next step. We'll see. 010
Akin C. Dev @incrementis.bsky.social · 02/09/2026Good morning, I am currently working on this right now in Blender for animation type E000. I am not yet telling what creature it will replace for testing. It follows an idea and not a concept. The fun part is everything is allowed as long as it looks cool. Super curious how it will turn out. 020
Akin C. Dev @incrementis.bsky.social · 19/08/2026PART4/ The end result is that the model looks very much like the one in Blender in detail, especially for color swapping. This was also the case with smaller resolutions like 256×256. I think with professional skills, very satisfying results may be achieved. 000
Akin C. Dev @incrementis.bsky.social · 19/08/2026PART3/X Because of past experience regarding light and how significantly important it is, I set the lights in all cardinal directions. Those lights are parented to the head and are allowed to illuminate only specific body parts. 100
Akin C. Dev @incrementis.bsky.social · 19/08/2026PART2/X Type A000 animation allows color swapping. To see how good the end result can be with sculpting, the head and back of the worm were sculpted using my absolute beginner sculpting skills. 100
Akin C. Dev @incrementis.bsky.social · 19/08/2026PART1/X Another animation test. This time, it is the animation type A000 for IE Autospriter. The video shows a self-made tunnel worm. For testing, the player character was polymorphed into one. This is the reason why the voice set is mixed. The result is better than I expected. 101
Akin C. Dev @incrementis.bsky.social · 14/08/2026I am currently working on a tunnel worm in Blender to test animation type A000. It will feature color swapping, but I will share more once I am done. I wish you a good night! 010
Akin C. Dev @incrementis.bsky.social · 02/08/2026This is a portrait of Akun Zaran, the halfling Wizardslayer who got his equipment from Duria Almas, which he then sold much later to Erdaine near Durlag's Tower. With that money, he bought his mother's house in Gullykin. 000
Akin C. Dev @incrementis.bsky.social · 26/07/2026PART6/ Here is the redmean formula (see image). Here is the source: en.wikipedia.org/wiki/Color_d... 000
Akin C. Dev @incrementis.bsky.social · 26/07/2026PART4/ The arm received the gray values that are mapped to blue in-game (left image). This happens because the light in Blender shines too brightly onto the arm and shoes (right image). I'll share the solution in the next post. 100
Akin C. Dev @incrementis.bsky.social · 26/07/2026PART3/ The solution was to implement a distance metric known as "redmean." It worked better than expected. That being said, caution is still needed, as the metric doesn't always perform a correct interpretation. More in the next post. 100
Akin C. Dev @incrementis.bsky.social · 26/07/2026PART2/ The issue was that Near Infinity's BAM converter didn't work as planned. The resulting colors were all over the place, as seen in the screenshot below. This was caused by how NI weights pixel colors compared to the color replacement indexing used by the game. 100
Akin C. Dev @incrementis.bsky.social · 26/07/2026PART1/ Here is a short test video for animation type 9000. It replaces the original ogre animation with a custom-made one. There were a few issues involved in getting this model to work, which one I will explain in the following posts. 100
Akin C. Dev @incrementis.bsky.social · 21/07/2026I have written more than once about color-bleeding. So, here is an example.At first, the ogre has clean colors (using a converter), but when spellcasting, the colors are a mess. The reason for the difference is that I use differently rendered sprites for testing purposes across different animations. 000
Akin C. Dev @incrementis.bsky.social · 20/07/2026This reminds me of the "Great Oak of Kuldahar" in Icewind Dale, which gives shelter from the unforgiving cold that the area is known for(see ALT for more information). 001
Akin C. Dev @incrementis.bsky.social · 19/07/2026Currently,all of the animations for these animation types are done.Here is a walk animation example.I still need a better understanding regarding rigging & animation.I have managed so far to minimize the need for weight painting nearly to zero,but I bet this will not be the case with future models. 000
Akin C. Dev @incrementis.bsky.social · 17/07/2026I am currently working on a selfmade Ogre model in Blender to test animation type 9000 for the IE AutoSpriter.The toughest parts are still the hands and making things not look so "blocky".I would say this is still an improvement over the first models I have presented here so far,as I am no designer. 010
Akin C. Dev @incrementis.bsky.social · 07/07/2026PART3/ Having the light the correct way is still a challenge. In the image, the pants are marked showing the sculpted area. My first time ever trying simple/trivial sculpting. Unfortunately, the wrinkles on the pants are not as detailed as desired. Having too much light may result in color bleeding. 000
Akin C. Dev @incrementis.bsky.social · 07/07/2026PART2/ It seems like the Infinity Engine handles weapon layers and character layers differently. In the image, we see that the weapon layer is in the back while the character is in the front. This is not true for all orientations regarding this animation type. 100
Akin C. Dev @incrementis.bsky.social · 07/07/2026PART1/ Here is a video of the test model animation type 2000 with weapon overlays and color replacements. The video shows one polymorphed player into an ogre mage and another summoned ogre mage fighting each other. I learned a lot and got some insights regarding the IE animation behavior. 100
Akin C. Dev @incrementis.bsky.social · 05/07/2026Testing the Ogre Mage in-game. He is definitely too big in this case, but it's fun to see him. 000
Akin C. Dev @incrementis.bsky.social · 02/07/2026Animations have been completed.Here is one for attack animation A1.Next,the INI file generator needs to be written so that it can create the corresponding INI file for animation type 2000.The texture colors serve as placeholders for color swapping;this is why the rendering may look somewhat unusual. 000
Akin C. Dev @incrementis.bsky.social · 30/06/2026Alright, here is the Ogre Mage with the bow and quiver! The next thing I need to do is the animation. After that, I will export the frames using my self-made tool, IE AutoSpriter, and then convert them into .BAM files with Near Infinity so they can finally be used in-game. 000
Akin C. Dev @incrementis.bsky.social · 29/06/2026I am currently working on creating a model and an animation for animation type 2000. It will be an ogre mage (or something inspired by one). The sword, scabbard, bow, and quiver are already finished in #Blender. The monster model is also complete, but I won't be showing it just yet. 041
Akin C. Dev @incrementis.bsky.social · 27/06/2026Haha, I hadn't expected that. Time to draft a resignation letter, lol. And yeah, I didn't have an opinion on everything either. 000
Akin C. Dev @incrementis.bsky.social · 16/06/2026Name: Elaya Blackfayr ----- Race: Human ----- Profession: Druid ----- Age: 22 Years ----- Primary Weapons: Quarterstaff ----- Appearance: Reddish-brown hair and freckles ----- 000
Akin C. Dev @incrementis.bsky.social · 14/06/2026Great art. I understand what the others' poses mean, but I have no idea about this guy's. 100
Akin C. Dev @incrementis.bsky.social · 04/06/2026We haven't heard anything for a long time about the "Baldur's Gate 2 Rebirth TC Mod", but it seems it is still in progress. The website contains progress bars, so if you want to keep track of it occasionally, you can visit the website: www.bg2rebirthmod.com/bg2rebirthmod/ 000
Akin C. Dev @incrementis.bsky.social · 25/05/2026Name: Yenie Wanderfoot (Wanderfoot – Evokes travel or a lighthearted nature.) ----- Race: Halfling ----- Profession: Thief ----- Age: 20 Years ----- Primary Weapons: Shortbow and Club (Fitting due to the small size of a halfling) ----- Appearance: Short and brown hair (Practical) ----- 000
Akin C. Dev @incrementis.bsky.social · 08/05/2026PART 6/7: Also, I learned regarding weapons that small elements, like the chains found in a flail, are not recommended. Meaning, the larger an element can be within the model, the better the chances that the details are more visible in-game. 100
Akin C. Dev @incrementis.bsky.social · 08/05/2026PART 4/7: The downside is that the converter is a bit uncomfortable to handle regarding the color palette.To prevent color bleeding in this case, the BAM file must be generated first with the appropriate palette.Then, it needs to be imported again so a 'resize' filter can be used. 100
Akin C. Dev @incrementis.bsky.social · 08/05/2026PART1/7: I've finally almost finished the animation for the Type 7000 (Monster split_bams=0). Here is a short video of the model in-game. The model supports color customization and weapon overlays. Unfortunately, I recorded the video at 1280x720, so please keep that in mind while watching. 100
Akin C. Dev @incrementis.bsky.social · 08/05/2026Here is a first look at the model. The colors are placeholders that the Infinity Engine requires to identify which ones need to be replaced by user-defined colors. 010
Akin C. Dev @incrementis.bsky.social · 28/04/2026Okay,I hadn't expected animation type 7000 to present so many challenges.The sprites were exported using IE AutoSpriter.For comparison,the self-made Burning Man has 1916 sprites.This new one has 89,370–possibly not all of them needed,but most of them.This needs to be automated somewhere🤞.(read ALT) 000
Akin C. Dev @incrementis.bsky.social · 25/04/2026A really great interview with Chris Avellone about Fallout, but I'm sharing it mainly because it also contains two short pieces of information about IE games. More details in the screenshot. 020
Akin C. Dev @incrementis.bsky.social · 24/04/2026Okay, the animations are finished, and most of the weapon models are also created and attached to the creature. This will be an IE AutoSpriter demo for animation type 7000. I'm keeping modelling deliberately super simple, as it's very time-consuming. I think I need a few days off from this. 000
Akin C. Dev @incrementis.bsky.social · 23/04/2026A beautiful, seven-year-old fan artwork by lathander1987. It depicts the final battle between Sarevok, Minsc, Jaheira, possibly Khalid, perhaps Viconia, and the protagonist. Source: www.reddit.com/r/DnD/commen... 110
Akin C. Dev @incrementis.bsky.social · 19/04/2026Well,when I was younger I liked art books by Luis Royo&bought a few.He created cool&often erotic fantasy images in them;a kind of heavy metal,I'd say.Nevertheless,I'm not a heavy metal fan,nor am I someone whose taste can be defined by a specific franchise.I've consumed too many things for that. 130