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Replacement lightmaps for Baldur's Gate city


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#21 -ax-

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Posted 10 August 2009 - 02:21 PM

Looks like a BGT problem.

Two different computers with a bit different structure mods. BGT v1.07...

override/ar7212lm.bmp vs lightmaps\maps\FW0612LM.bmp hashes match
MD5 Hash 78F6A24994CEC8A05ED1674E246C6441

override/ar7216lm.bmp vs lightmaps\maps\FW0616LM.bmp hashes match
MD5 Hash 99EAB075C0D0C866CF930BCF26A9639C

Removal ar7212lm.bmp and ar7216lm.bmp from override solves problems.

PS I apologize for my poor English, since this is not my native.

#22 -ax-

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Posted 11 August 2009 - 07:41 PM

ar7216 and ar7212. If the sizes are different then BGT


Different? :) ar7216lm and ar7212lm from BGT http://rapidshare.co.../BGTlm.rar.html

#23 mercurier

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Posted 10 September 2009 - 09:30 AM

I don't have BGT, so you can do some checking for yourself.

The current public release is not a BETA version, therefore I wish you could do some tests yourself before the release.

If the sizes are different then BGT has modified the areas and there's nothing I can do about it.

BGT didn't change lightmaps. In the case of AR7212, I've checked both the lightmaps from BGT and original BG1 - they turned to be identical, but different from FW0612lm.bmp from your mod. Apparently it is a mistake in tp2. Another odd is that AR7213 doesn't exist in BGT at all, while fw0613lm.bmp was supposed to fix its lightmap.

For ver1.1, there still exist some mismatches between FMxxxxLM.bmp and ARxxxxLM.bmp for a BGT install. One example is AR7212, walking to its center would invoke a CTD. I've made several comparisons between lightmaps from BGT and those from your mod, in some cases both the pattern and size are totally different (including fw0607-fw0716, plus fw0719 and fw1360).

I sincerely hope you can keep on the good work, and be more careful with the next release - I spent hours to figure out the cause of the CTD, but not everyone would likely to have such luck :(

Edited by mercurier, 10 September 2009 - 10:20 AM.


#24 Yovaneth

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Posted 10 September 2009 - 01:16 PM

I've uploaded a new version with the BGT installation option removed. The original guess at BGT was made from a listing which gives the BGT/BG/BGTuTu equivalent area numbers but as I am never going to create a BGT installation (I'm quite happy with two separate games) I felt it was safer to remove the BGT option because I simply can't troubleshoot any problems.

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#25 mercurier

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Posted 10 September 2009 - 08:28 PM

@Yovaneth:
It seems the BG1-BGT area code table you're using is flawed. Here is another one - hope it would help.

#26 Miloch

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Posted 10 September 2009 - 11:28 PM

I don't know if a German list will help him much, nor do I think either the Tutu/BGT area list in my signature or the IESDP is flawed - if so, they need to be corrected. You suggested earlier there were size mismatches between the Tutu/BG1 lightmaps and the BGT ones. While I think this is unlikely, I suppose it is possible. That means a modder (or even a non-modder) with BGT expertise would have to investigate those. It could amount to merely a typo or two in the tp2 (easily made and easily fixed, with the right knowledge, which any of those area lists should provide).

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#27 Salk

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Posted 10 September 2009 - 11:38 PM

I have this mod installed on BGT and didn't reach yet Baldur's Gate.

If anywone comes with a solution, I'd be very interested in it.

Thanks!

#28 Miloch

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Posted 10 September 2009 - 11:43 PM

If anywone comes with a solution, I'd be very interested in it.

How do you know there's a problem yet then, if you haven't encountered one?

If you do and can give relevant details, I'm sure we'd be interested in hearing it though. I'm somewhat culpable since I gave Yovaneth the initial code to make this BGT-compatible, based on the assumption the light maps should be identical but for the names (and really, they should be).

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Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
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#29 Jarno Mikkola

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Posted 11 September 2009 - 01:34 AM

I have this mod installed on BGT and didn't reach yet Baldur's Gate.
If anywone comes with a solution, I'd be very interested in it.

Well, if you could just CLUAConsole to the neighboring areas and then move to them, we would appeciate it.

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#30 mercurier

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Posted 11 September 2009 - 02:33 AM

@Miloch:
The link I gave should provide the same info as the one in your sig - when I posted it I haven't read this whole thread, so, don't bother at all.

@Salk:
You can jump to the brothel (AR7212) under Blushing Mermaid, and try walking to the center of the map to experience the CTD.
If you've already installed this mod with BWP and don't want a re-install, you can use my attachment to fix potential issue - they are original lightmaps extracted from clean BGT installation, just put them into override.

@Yovaneth:
Let me be more clear: your work with lightmaps are great, but you signed them with wrong names for BGT installation (for tutu installation there's no problem). As far as I discovered, fw0607-fw0616, plus fw0719 and fw1360 are assigned with wrong names when being copied into override during a BGT installation. You can refer to Miloch's table to correct the tp2 file - trust me, it would only take a few minutes, but save a lot of troubles for players.

Attached Files


Edited by mercurier, 12 September 2009 - 02:31 AM.


#31 Jarno Mikkola

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Posted 11 September 2009 - 02:49 AM

One example is AR7212, walking to its center would invoke a CTD.

Or there might be another culprit to that CTD... I remember once one of the creatures causing CTD's for my install, and if it's the light map, the CTD would have happened when you enter and load the area, not while you are inside it.

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#32 mercurier

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Posted 11 September 2009 - 03:15 AM

One example is AR7212, walking to its center would invoke a CTD.

Or there might be another culprit to that CTD... I remember once one of the creatures causing CTD's for my install, and if it's the light map, the CTD would have happened when you enter and load the area, not while you are inside it.

At first I thought the same, so I modified both ARE and BCS files to eliminate NPCs and area script, but still the CTD happened; only after I copied the original lightmap extracted from a clean BGT install into override the CTD stopped to show up.

EDIT:
@@Yovaneth:
I've corrected line 66-72 (v1.1) for you, now your mod should work with BGT :) .
~lightmaps/maps/fw0607lm.bmp~ ~override/ar7607lm.bmp~
			   ~lightmaps/maps/fw0611lm.bmp~ ~override/ar7611lm.bmp~
			   ~lightmaps/maps/fw0612lm.bmp~ ~override/ar7612lm.bmp~
			   ~lightmaps/maps/fw0613lm.bmp~ ~override/ar7613lm.bmp~
			   ~lightmaps/maps/fw0614lm.bmp~ ~override/ar7614lm.bmp~
			   ~lightmaps/maps/fw0615lm.bmp~ ~override/ar7615lm.bmp~
			   ~lightmaps/maps/fw0616lm.bmp~ ~override/ar7616lm.bmp~

Edited by mercurier, 12 September 2009 - 02:37 AM.


#33 Yovaneth

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Posted 24 September 2009 - 08:48 AM

Thank you. I'll do a maintenance release sometime *very* soon.

-Y-

#34 Yovaneth

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Posted 11 October 2009 - 03:07 AM

BGT component reinstated, thanks to Mercurier for identifying a horrendous group of typos in the 1.1 installer that caused a CTD in BGT.

-Y-

#35 Lollorian

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Posted 11 October 2009 - 03:23 AM

Wow :Bow: Thanks :coolthumb: (to you AND mercurier)

(REJOICE!!! The BWP is whole again!!! :P)

Cheers,
Lol

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#36 OneEyedPhoenix

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Posted 13 October 2009 - 06:27 AM

The lightmap for ar7216 in my BGT-game is wrong and causes a ctd. Doesn't look like a map at all in Dltcep. I use v1.1 so I wouldn't know if this has been fixed in the v1.3.
Unfortunately I don't have the debug file anymore, so I couldn't tell you what went wrong.

Edit: I see that this is a known bug... Feel free to ignore my post.

Edited by OneEyedPhoenix, 14 October 2009 - 02:55 AM.


#37 Yovaneth

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Posted 30 October 2009 - 12:18 AM

Spam..... I'd love to slice him open and fry heavily on both sides before feeding to the nearest coyote....

-Y-

#38 Tassadar88

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Posted 30 October 2009 - 04:46 AM

... done. The coyote sends thanks :)
The Mind is its own place and in itself - can make a Heaven of Hell, a Hell of Heaven. -John Milton, Paradise lost

#39 Yovaneth

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Posted 30 October 2009 - 03:03 PM

:cheers: :clap:

-Y-

#40 Tash

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Posted 05 May 2015 - 02:43 PM

I apologize for this audacious thread resurrection, but I'm a bit confused. Has this mod ever been finished? In other words, does "done" mean "quit playing and modding the original game" or "it's complete and there's nothing else to fix"?