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Sh1n

Member Since 16 Apr 2023
Offline Last Active May 02 2023 02:15 AM

Posts I've Made

In Topic: BGT Graphics Overhaul

25 April 2023 - 07:32 AM

How does this mod compare to AI Denoised Areas?

Thankee!

 

They have different aims, and there is a link earlier in this thread to a page describing the intent of this mod. In a nutshell it's about the night maps and mainly corrects the effects of light sources that were previously lacking in many areas, such as lit up windows, lights coming out from open doorways, perimeters of light sources like fireplaces, nighttime water textures and so on. It was conceived a long time ago but wasn't really in a usable state because of the map artifacts it created, up until now with weigo's work. The mod you've linked has a completely different purpose and method.


In Topic: BGT Graphics Overhaul

21 April 2023 - 03:46 AM

Done some initial testing (Candlekeep, Beregost, Nashkel, Gullykin, Friendly Arm, Xvart village, Bandit camp, some BG areas) and can confirm this works on an EET install without producing the formerly known artifacts. Awesome work weigo! This is more progress than we've seen in the last 7 years, literally.
 

Could you tell us, out of curiosity, what makes some areas more annoying/difficult to patch than others?

At a guess areas with multiple nighttime light sources like all the braziers at Wyrm's Crossing? Not sure if there are other factors as well, like it having the different versions with the bridge opened and closed.


In Topic: BGT Graphics Overhaul

17 April 2023 - 02:16 AM

I already have an account on Github and some repositories.
https://github.com/w...ab=repositories
If it takes too long to get the BGT files ready, I can upload the first part already.

 

Thanks for all the work! I'd be grateful if you could upload the EET part as it is; going to start a new playthrough and wouldn't mind testing this out.