Thank you for your support skellytz.
- I've volunteered to be the mod guardian (helping out with the forum, download page, GitHub, etc.) Let me know if you need anything.
I will certainly have a few questions here and there about Github.
I have created the changes in a new branch of the Github repo on SHS
Should we update the repo in the meantime or should we wait until everything is ready?
- I suggest changing the mod's name to simply Baldur's Gate Graphics Overhaul (BGGO), version 2.0, as it's now intended to be a single package supporting both BGT and EET. The separate BGT/EET versions will then be considered deprecated. Would you like to keep the legacy TuTu version a separate mod package, or are you planning on adding it as well?
Changing the name is a good idea.
Would you like to keep the legacy TuTu version a separate mod package, or are you planning on adding it as well?
The tutu support is still in the WeiDU code and I won't take it out. However, I can't do any tests since I know zero about Tutu.
I think Yovaneth would be satisfied with the solution. It's a pity if so much artistic work would be lost. There are so many graphical improvements in Baldur's Gate that unfortunately weren't fixed in the EET either. I tried to keep as much of the original as possible. With the EET version, unfortunately, this went a little less, because the PVRZ format does not work quite so.
At the moment I'm halfway through Baldur's Gate. 5/10 areas day and night. Probably Beregost, Candlekeep, Nashkel and the Friendly Arm Inn will be more complex. The remaining areas are again very simple, because they are mainly nature areas. But it will drag on for a few weeks yet