Revamped BoneHill
#1
Posted 09 January 2005 - 07:19 AM
So I've started from the beginning (BG1 parts) and most obvious things - BoneHill mod that is very good but desperately needed to be refined a little keeping in mind all those strange looking 100% "transparent" walls, cloned background patterns, "all-black" shadows etc.
So, here it is - BH refinements that include:
- 2 .tis's for the most graphically "problematic" areas BH0100 and BH0200 (at least a lighthouse HAS a shadow now ),
- fixed walls regions for all custom-made areas,
- fixed auxillary maps (light, search and height) for all custom-made areas,
- fixed or redrawn minimaps (there were several corrupted or "waterless" .mos's).
I hope this will be usefull...
I haven't touched anything from scripts, dialogs etc. - only visual aspects...
http://www.risingforce.ru/fix/bh.rar
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#2
Posted 09 January 2005 - 07:21 AM
Edit: What do you use to make MOS files with water on them? IETME seems to build the MOS file based on the blank TIS file. I haven't been able to get DLTCEP to build a MOS file correctly yet. I keep getting a MOS that is black with a line of tiles running down the middle of the screen.
If you want to fix another, there is a bad MOS file for area BH0500 (the castle). IETME keeps corrupting the back side of the castle walls. The TIS is fine, just the MOS.
Edited by Sir BillyBob, 09 January 2005 - 09:28 AM.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#3
Posted 12 January 2005 - 06:49 PM
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#4
Posted 12 January 2005 - 10:29 PM
Game Over Only on Party Dead (BGT/EasyTuTu/BG2)
WTP Familiars(BGT/BG2)
#5
Posted 13 January 2005 - 01:19 AM
Edit: What do you use to make MOS files with water on them? IETME seems to build the MOS file based on the blank TIS file. I haven't been able to get DLTCEP to build a MOS file correctly yet. I keep getting a MOS that is black with a line of tiles running down the middle of the screen.
If you want to fix another, there is a bad MOS file for area BH0500 (the castle). IETME keeps corrupting the back side of the castle walls. The TIS is fine, just the MOS.
For MOS - Photoshop
BH0500 - already done and it is in the archive, u just missed it
P.S. Sorry, guys, but my site (www.risingforce.ru) is currently unaccessible due to DNS problems. I hope it'll be available in a couple of days.... really disappointing...
Edited by King Diamond, 13 January 2005 - 01:21 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#6
Posted 13 January 2005 - 05:32 AM
#7
Posted 13 January 2005 - 06:48 AM
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#8
Posted 13 January 2005 - 07:13 AM
Don't worry, your fixes will be in the next release. That should help make things easier on everyone. I just saw BH0500's MOS, very nice.P.S. Sorry, guys, but my site (www.risingforce.ru) is currently unaccessible due to DNS problems. I hope it'll be available in a couple of days.... really disappointing...
I have no idea how to use PhotoShop or any of that fancy graphics stuff. If I can't do it in MS Paint, it simply doesn't get done. I just wish I could figure out what is wrong with IETME, it used to work fine. Maybe too many tiles in the subdirectories? Whatever. I'll reinstall it later on. Right now, the new areas of Garrotten are going to have no water overlays on them (there is a lake on one area). I will just have to paint the lake blue like IWD does it.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website
#9
Posted 13 January 2005 - 07:33 AM
I just wish I could figure out what is wrong with IETME, it used to work fine. Maybe too many tiles in the subdirectories? Whatever. I'll reinstall it later on. Right now, the new areas of Garrotten are going to have no water overlays on them (there is a lake on one area). I will just have to paint the lake blue like IWD does it.
I think the problem is not in IETME but in the BGT set of areas that is a base for custom made ones (mostly...). Part of them somehow broken and it produced all the troubles. And it corresponds not only to .tis's but to .wed's as well (they have INVALID alternate tiles references sometime as it was in BG sewer area). Newly recreated in IETME overlays are always correct. But still, if someone uses BGT map as a base, the following steps must be made:
1) if there's a trouble with overlays - remove all of them and save the area
2) check area's .wed in DLTCEP for unused overlays references in the tileset (Edit wed - Edit tiles- Unused overlays button will help) - save .wed
3) once again open thearea in IETME and create a new overlay that will be correct.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#10
Posted 13 January 2005 - 07:49 AM
#11
Posted 13 January 2005 - 08:00 AM
I thought so too, but Garrotten is a completely new area and the water overlay was corrupt on any blocks that had items in them like trees or a dock. If the block is solid, I don't have any problems, if it is only a partial fill, IETME has problems. I didn't have this issue with Restenford or any of the areas in BoneHill. Garrotten was the first time I saw this. Then when I built the CtB compatibility mod, I saw this again. Now it is consistant.I think the problem is not in IETME but in the BGT set of areas that is a base for custom made ones (mostly...). Part of them somehow broken and it produced all the troubles. And it corresponds not only to .tis's but to .wed's as well (they have INVALID alternate tiles references sometime as it was in BG sewer area). Newly recreated in IETME overlays are always correct. But still, if someone uses BGT map as a base, the following steps must be made:
1) if there's a trouble with overlays - remove all of them and save the area
2) check area's .wed in DLTCEP for unused overlays references in the tileset (Edit wed - Edit tiles- Unused overlays button will help) - save .wed
3) once again open thearea in IETME and create a new overlay that will be correct.
One limitation of IETME I did find was that you can't make an area at full size, 60x80. It has to be one tile smaller both directions. This was one of the last tidbits of info I got from TeamBG. So Garrotten is smaller as is Restenford. I don't know if that plays into the problems I am having with the CtB areas.
Tired of Bhaal? Try some classics mods instead:
Classic Adventures
Official Classic Adventures Website