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BGT Graphics Overhaul


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#1 TotoR

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Posted 03 April 2021 - 04:06 AM

Thanks for this great mod.

There is a small issue in the tp2 file. line are :
ACTION_DEFINE_ASSOCIATIVE_ARRAY turn_off_at_night BEGIN
        _bird => 1
        _eagle => 1
       _vultur => 1
        _seagul => 1
END


the line should have been :
ACTION_DEFINE_ASSOCIATIVE_ARRAY turn_off_at_night BEGIN
        bird => 1
        eagle => 1
        vultur => 1
        seagul => 1
END


Edited by TotoR, 08 April 2021 - 11:05 PM.


#2 Salk

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Posted 08 April 2021 - 10:50 PM

Hello TotoR.

Thanks for providing a .tp2 fix.

If you have installed the BGT version of this mod could you please verify the presence of those critical graphical issues I reported years ago here?

Link: http://www.shsforums...verhaul-on-bgt/

Thanks.

Edited by Salk, 08 April 2021 - 10:51 PM.


#3 Andrea C.

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Posted 13 April 2021 - 12:52 AM

I too would be interested in this.



#4 TotoR

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Posted 14 April 2021 - 05:32 AM

Hi,

I have taken a look to Beregost, Nashkel and BG city maps and it appears that at night there are some glitches in AR8000, AR8100, AR7600 and AR7800 (BG city only). I have try to solve those glitches, they are linked to a wrong "tile index secondary" in the overlay 0 of the WED file of each map.

Here are the modified files that should solve most of the doors glitches. However, I can't change files.tis (I don't know how to) so there is some glitches that I can't removed: green layer in a lavatory AR8100, wrong floor in front of a door AR8000 and a small glitch above a door in AR7700.

for the record, AR8100.wed is from BWP fixpack but if you use the fixpack, there is a mistake in the folder structure and this file is not installed.

to install those files, simply place them in the "wed" folder of bggraphics and overide when prompt or in your overide folder if you have already install the mod. I don't think it will break anything; I don't know any other mod that change those files.

Attached Files


Edited by TotoR, 14 April 2021 - 08:39 AM.


#5 Salk

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Posted 14 April 2021 - 08:34 AM

Thank you for the investigative work and for providing a partial solution to the graphical glitches. It seems that the problems I reported years ago are confirmed then.

 

It would be nice if we could find someone who could complete your job and take care of the remaining problems too.


I'm unfortunately not able to take care of it but we have still talented modders, including the current BGT-WeiDu maintainer, who might lend a hand.

 

Cheers!


Edited by Salk, 14 April 2021 - 08:35 AM.


#6 ALIEN

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Posted 14 April 2021 - 09:34 AM

FYI, there is an updated version of this mod, it combines EET + BGThttps://github.com/S...Studios/BGGOEET

The problem ... it currently produce error when trying to install on BGT ...


Edited by ALIEN, 06 April 2023 - 11:13 AM.

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#7 Salk

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Posted 15 April 2021 - 05:34 AM

I will see if I can find someone who can try and remove the outstanding issues with those three areas you mentioned, TotoR.


I downloaded your fixed .wed files but I am currently unable to test anything and I don't expect being able to do it very soon unfortunately.

 

Cheers!



#8 TotoR

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Posted 15 April 2021 - 10:10 AM

Thanks for this information ALIEN.

I have tested BGGOEET on BGT and there is a typo that prevent this mod to be installed correctly :

 

in macros.tpa, line 165 :

                                       input_path    = EVAL ~bggoEET/base/mbcN%purple%/%are%~

have to be replaced by : input_path    = EVAL ~bggoEET/base/mbcN%purple%/%ee%/%are%N~

 

with this small correction the installation works fine on BGT and EET (the areaN.mos was not created for both game...)


Edited by TotoR, 15 April 2021 - 10:11 AM.


#9 Salk

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Posted 15 April 2021 - 09:52 PM

It's good that BGGOETT now installs correctly thanks to your fix, TotoR.

 

But as I reported in the past, this version seems to have as many graphics issues (if not more) than the original BG Graphics Overhaul for BGT.

 

I did test it some years ago as you can see here and here.

 

Unfortunately White Agnus (the BGGOEET author) has not been active since 2017 and could not provide any support to his EE port of the modification.


Edited by Salk, 15 April 2021 - 09:52 PM.


#10 ALIEN

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Posted 15 April 2021 - 10:03 PM

@TotoR Thanks! This is now fixed, anyone can download updated mod. When I will have some time I will do proper release.

Does lack of areaN.mos is yet another problem for this mod?


Edited by ALIEN, 15 April 2021 - 10:24 PM.

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#11 Salk

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Posted 15 April 2021 - 11:02 PM

@Alien,

 

I think TotoR meant to say that his fix remedies a problem with the modification not creating %are%N.mos files due to the typo he spotted.

 

But even if his fix solves that problem I think those issues I reported in 2017 are still there and are too serious to be dismissed as minor.

 

I should test this again and see if they still exist but I fear they are.


Edited by Salk, 16 April 2021 - 01:16 AM.


#12 ALIEN

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Posted 15 April 2021 - 11:41 PM

Yep, those issues are still there. Unfortunately I don't have necessary skills to fix them, I'm not an 'art person'  ;) but if someone is willing to do Photoshop magic, I can update mod.


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#13 Salk

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Posted 16 April 2021 - 01:15 AM

Well, since those issues are still there I don't really think that the "updated" version is going to be any better than the original version for BGT.

 

At least for BGT players.

 

We have currently two buggy versions but I wonder if we can possibly "combine" them to make one that works fine? I don't have the necessary skills either though.

 

TotoR, do you know exactly what .tis file require fixing? Perhaps I we can find some modder that may be willing to take a look at them.


Edited by Salk, 16 April 2021 - 05:57 AM.


#14 TotoR

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Posted 16 April 2021 - 10:57 PM

Hi,

After a quick look, it seems that BGGOEET corrected most of BGTGO in-game map glitches (and some more...).

@Salk,

The gliches reported for BGT seem located only on the daylight mini-maps. In fact, They have been wrongly modified (abnormal size - markers are misplaced) and some water layer are missing (green). It should be possible to use in-game map file, resized and converted in mos to correct those issues.

@Alien,

for EET, I don't use ee-game but water glitches are also there (I don't know for map markers misplaced).

 

I have made correction for the minimap files for BGT and EET.

The attached files have to be extracted in the root folder of the mod. If someone could check for BGT and EET...

Attached Files



#15 Salk

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Posted 17 April 2021 - 02:23 AM

I will surely be able to test this in the next few days.

 

I didn't expect BGOEET to have corrected those issues I reported, especially after ALIEN confirmed that they are still there. If not, all the better of course! I'd be overjoyed.

 

Thanks for stepping up, TotoR. I didn't dare hoping someone could do it and have a chance to play the game with this modification one day.

 

It's much appreciated.


Edited by Salk, 17 April 2021 - 02:34 AM.


#16 Andrea C.

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Posted 17 April 2021 - 05:23 AM

Thanks for stepping up, TotoR. I didn't dare hoping someone could do it and have a chance to play the game with this modification one day.

 

It's much appreciated.


+1, thank you TotoR!



#17 Andrea C.

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Posted 21 April 2021 - 12:35 AM

ALIEN, any chance you package these latest fixes into the main GitHub release?



#18 ALIEN

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Posted 21 April 2021 - 02:22 AM

@Andrea C. Done. Somebody need to test EET version because for me, when I launch Candlekeep I'm getting strange visual artifacts flying around. It wasn't the case some time ago.


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#19 Andrea C.

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Posted 21 April 2021 - 02:47 AM

I would give it a go myself but I'm having trouble downloading the Enhanced Editions ever since patch 2.6 dropped. I'm still waiting on Beamdog support to help me out.



#20 weigo

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Posted 05 April 2023 - 02:53 AM

It was an incredible amount of tinkering, but now I've found the reason for the many graph lines and errors in the EET version. The new PVRZ format is insidious. Actually, the 64x64 tiles should be assembled without problems, but this is where the errors happen. The assembled PVRZ files with the doors and water overlays are not assembled correctly by the EE engine and we actually need 66x66 sized tiles (otherwise we have the lines and the Beamdog people did it that way) and if we are not at the edge of the PVRZ file we have to add black tiles. This makes the automatic conversion from the legacy tis to the new PVRZ tis impossible. Also, when converting the legacy to the PVRZ tis format, we forget that the overlay technique of the water is completely different. With the legacy variant we have no animations.
The only way to get a handle on these problems was to redesign the areas into night mode via gimp. This is very very very time consuming because we are not allowed to change the PVRZ structure (see above). Each PVRZ file of each area (between 18 and 35) had to be exported as a png, converted to night, and then re-imported, all by hand.
The night areas are ready for the EET version. However, I didn't redo all the areas, the ones that were already there in the EET version (e.g.: all Baldur's Gate, Highhedge etc...) I took over. This also means that there is no longer an option for the Purple Patch for Baldur's Tor. 2-3 small things I have to improve again at the areas.

The much bigger problem are the BGT areas. Some are easy to solve. Like for example: with tiles that are still in the day graphics, those are easy to touch up. Much more difficult is when the tiles are swapped, as @Salk described. My suggestion would be and this would also be the easiest solution for the city maps of Baldurs Gate, I take the EET version of the city areas and convert it to the BGT variant. This would give us a working wed file (which is responsible for the tile swap) However, the option of the No Purple patch would then also be omitted and we would only have the EET variant.

However, I will still need a few weeks, since it is manual work here.

 

P.S.: @Salk I hope I can acquire you to test when I am ready


Modification:

BP-BGT-Worldmap-v6.6 (Download)