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Baldur's Gate Graphics Overhaul

baldurs gate graphics overhaul

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#81 prozh

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Posted 01 July 2013 - 03:40 AM

FW1200 - there is a problem with the structure of the .wed file. Every time I think I've fixed it, the problem comes back. Starting with a new .wed file doesn't help. :(

Hi, Yovaneth!

I almost fixed wrong tiles of closed doors in the night area Baldur's Gate Docks.

(fixed Iron Throne Door, Door1213, Door1205)

Attached Files


Edited by prozh, 01 July 2013 - 09:27 AM.


#82 Yovaneth

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Posted 02 July 2013 - 12:36 AM

Thanks prozh - I'll take a look at the weekend.

 

-Y-



#83 Salk

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Posted 03 July 2013 - 05:26 AM

One question: when should this mod be installed for the BGT platform? Just after the BGT modification? Any other mod which might conflict with it?



#84 x0abar

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Posted 03 July 2013 - 12:44 PM

First of all, great mod Yovaneth!  Keep up the good work :new_thumbs:

 

 

I tried to install the mod (I'm using Easy Tutu) but had an error:

From SETUP-BGGRAPHICS.DEBUG:

...

Copied [fw0100.are] to [override/fw0100.are]

Copying and patching 1 file ...

ERROR locating resource for 'COPY'
Resource [ar0200.are] not found in KEY file:
[./chitin.key]
Stopping installation because of error.

...

I searched inside setup-bggraphics.tp2 for ar0200.are and it looks (to me) like a misspelling and/or duplicate code

ACTION_DEFINE_ARRAY ar2xs BEGIN 941 3314 END
ACTION_DEFINE_ARRAY ar2ys BEGIN 80 207 END

ACTION_PHP_EACH ar2xs AS index => ar2x BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2xs("%index%")
fj_loc_y = $ar2ys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = fire_3
END
BUT_ONLY
END

ACTION_DEFINE_ARRAY ar2bxs BEGIN 2056 2251 END
ACTION_DEFINE_ARRAY ar2bys BEGIN 1510 1699 END

ACTION_PHP_EACH ar2bxs AS index => ar2bx BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2bxs("%index%")
fj_loc_y = $ar2bys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = flame2l
END
BUT_ONLY
END

I compared it to the adjacent code, and changed it to:

ACTION_DEFINE_ARRAY ar2xs BEGIN 941 3314 END
ACTION_DEFINE_ARRAY ar2ys BEGIN 80 207 END

ACTION_PHP_EACH ar2xs AS index => ar2x BEGIN
COPY_EXISTING "fw0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2xs("%index%")
fj_loc_y = $ar2ys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = fire_3
END
BUT_ONLY
END
/*
ACTION_DEFINE_ARRAY ar2bxs BEGIN 2056 2251 END
ACTION_DEFINE_ARRAY ar2bys BEGIN 1510 1699 END

ACTION_PHP_EACH ar2bxs AS index => ar2bx BEGIN
COPY_EXISTING "ar0200.are" override
LPF fj_are_structure
INT_VAR
fj_loc_x = $ar2bxs("%index%")
fj_loc_y = $ar2bys("%index%")
fj_schedule = 0b111000000000000000111111 //Hours 22.00 - 07.00
fj_flags = 0b00000000000000000001000001000011 // Visible, blend colours, not covered by wall, don't remove in combat
STR_VAR
fj_structure_type = animation
fj_name = Brazier
fj_bam_resref = flame2l
END
BUT_ONLY
END
*/

 

Now it installs just fine. Have I got it right or will it break my game somewhere later?

 

My second question concerns EasyTutuDegreenifier - is your mod compatible with it and what's the correct installation order?

 

Thanks



#85 Yovaneth

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Posted 03 July 2013 - 01:52 PM

@Salk - no real idea. The earlier, the better but in theory it should not matter. Maybe one of the BGT maintainers can give you a definitive answer?

 

@x0abar - it's a copy-paste error, not a duplicate and you've corrected it just fine. If you look at the fj_bam_resref line you'll see they're loading two different bams, so you'll need to uncomment the second section to get the braziers on top of the Ducal Palace to light. There should be no problem with the EasyTuTu Degreenifier - my BGTuTu testing setup uses it. You can install the mod at any point - it should play nicely with any other mods that may have already altered the .are files.


Edited by Yovaneth, 04 July 2013 - 12:13 AM.


#86 x0abar

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Posted 04 July 2013 - 03:57 AM

@x0abar - it's a copy-paste error, not a duplicate and you've corrected it just fine. If you look at the fj_bam_resref line you'll see they're loading two different bams, so you'll need to uncomment the second section to get the braziers on top of the Ducal Palace to light. There should be no problem with the EasyTuTu Degreenifier - my BGTuTu testing setup uses it. You can install the mod at any point - it should play nicely with any other mods that may have already altered the .are files.

OK thanks. I haven't left Candlekeep yet, but it looks very promising. If this mod isn't a labor of love then I don't know what is :) 



#87 x0abar

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Posted 05 July 2013 - 02:19 PM

I have found a small bug - Beregost Temple area doesn't change from day to night (but minimap does).



#88 Yovaneth

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Posted 06 July 2013 - 01:19 AM

Thank you.

 

-Y-

 

[Edit] Fix uploaded.


Edited by Yovaneth, 06 July 2013 - 01:45 AM.


#89 -PutridWalker-

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Posted 09 July 2013 - 04:33 AM

The earlier, the better but in theory it should not matter. Maybe one of the BGT maintainers can give you a definitive answer?

I'm asking around about this also elsewhere, but since it's your mod I wonder if you can just elaborate on this a bit more? I mean, does it overwrite files when it installs, since you say "the earlier the better"? And what do you mean with "in theory it does not matter"? Does other mods generally not modify the files you modify?

 

I think if the entire community can figure out the best place of installing this, it will be an essential mod to anyone.

 

I just installed it almost last, and I have not seen any problems yet (but i'm not out from Candlekeep yet)



#90 Yovaneth

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Posted 09 July 2013 - 09:21 AM

It overwrites almost all of the original tilesets and mos files with new ones.

 

It patches the .are files but before it does this, it checks to see if an .are file already exists in the override folder. If it does, it then patches that .are file in preference to copying in a new one from a .bif file on the grounds that anything in the override folder is possibly already patched by another mod and I don't want to overwrite it.

 

I can think of one situation where it could cause trouble and that is one of the very rare mods that patches a .wed file using weidu. If someone has patched one of the following .wed files in Baldur's Gate (ar0100, ar0100n, ar0200n, ar0300n, ar0600, ar0600n, ar0700n, ar0800, ar0800n, ar1100n, ar1200n, ar1300n) then installing Graphics Overhaul after that mod is going to trash that mod because I overwrite those .wed files. I'm not aware of any single mod that does this but if it creates a major problem then I'll have to look at patching wed files rather than copying them in.

 

So, for a new installation, absolute safety says install it after the official patches and before anything else - including those mods that say 'you must install me directly after the official patches'. In practice, it's highly unlikely to cause problems even if - as you have done - the mod is installed last.

 

-Y-


Edited by Yovaneth, 09 July 2013 - 09:25 AM.


#91 -PutridWalker-

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Posted 10 July 2013 - 05:26 AM

Thanks for the information, Yovaneth.

 

I will not reinstall then. If I find some problems caused by this, I will report them here.

 

And BG looks so much better with this. Wow. Really, thanks for making this.



#92 x0abar

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Posted 10 July 2013 - 12:32 PM

Baldur's Gate Bridge (chapter 4 - before clearing Cloakwood mines)

 

The bridge appears to be lowered at night (but you cannot cross it), it is raised during the day.

The minimap shows lowered bridge both at night/day

 

 

other than that everything is looking great.



#93 Yovaneth

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Posted 11 July 2013 - 01:26 AM

The mos files are fixed. Normally this doesn't really show but with Wyrm's Crossing, it's a glaring visual no-no which we can't do anything about. Thanks for catching the night bridge foul up - that will be fixed in the next release (soon).

 

-Y-



#94 Salk

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Posted 11 July 2013 - 10:19 PM

-Y-,

 

can we BGT users also take advantage of the fixed MOS files?



#95 Yovaneth

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Posted 12 July 2013 - 01:45 AM

Ah! 'The mos files are fixed' = they can't be altered once they've been loaded into the game. I understand how you could easily have misinterpreted what I had written - poor wording on my part, especially as I know quite a few members have English as a second language.

 

The BGT version is getting the current round of fixes.

 

-Y-



#96 Salk

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Posted 12 July 2013 - 07:51 AM

Great!
 

Thanks for making it clear!



#97 -PutridWalker-

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Posted 13 July 2013 - 02:13 PM

I think I just ran into a problem. Every time I try to enter Beregost, my game crashes with this error in the tobex log:

 

ASSERTION FAILED! Return Address: 0x64880B File: CTiledObject.cpp Line: 179 Expression: FALSE Message: Tiled object resref not found

 

and this in baldur.err:

 

ASSERTION FAILED!
File: CTiledObject.cpp
Line: 179
 
Exp: FALSE
 
Msg: Tiled object resref not found
Run Debugger?
 
I don't know what it means (i've never seen it before) but I googled it and it seemed to have to do with corrupt graphic/area files. My BGT install was completed without errors so my first suspect is the Graphic Overhaul (or maybe the fact that I installed it so late), which is why I am posting here.
 
Any ideas?
 
If this has nothing to do with this mod, then I apologize beforehand :)


#98 PutridWalker

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Posted 13 July 2013 - 03:42 PM

Update:

I restored ar6700.are and ar6700.wed from bggraphics\backup\0\ and this fixes the crash, but naturally Beregost gets reverted as well.

 

I will attach the files causing the crash. I hope it helps in finding out the cause of the problem.

 

Also, if a solution is found, I would appreciate very much if I could have some pointers on how to repair these files in NearInfinity, if that is possible.

Attached Files



#99 The Imp

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Posted 13 July 2013 - 11:20 PM

...

Question, did you install the Widescreen mod beforte the BG:GO mod, cause that will cause a crash if the area's graphic goes over a border of the normal non widescreened area...
Yeah, the widescreen mod needs to be installed after this mod !


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#100 prozh

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Posted 13 July 2013 - 11:58 PM

I will attach the files causing the crash. I hope it helps in finding out the cause of the problem.

Baldur's Gate Graphics Overhaul is not compatible to Gavin NPC mod. This fix needs to be installed after both mods.

Attached Files


Edited by prozh, 14 July 2013 - 12:15 AM.






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