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#615078 BGT Graphics Overhaul

Posted by weigo on 02 May 2023 - 02:51 AM in BG Graphics Overhaul

Amazing work. Thank you!

Do you plan to release this mod for BGEE?


I haven't thought about that until now. Let's look at it when it's all done.


Thank you for this long-awaited update weigo! I will add +1 request for BG1:EE support.

 

A few of us were talking on discord today about how, at least in BG1:EE, the tilesets have strange transparency for some houses giving you results like this

 

obg_ar1100.jpg

 

That is in the SW Baldur's Gate city map. Many houses can be seen to have this type of issue in Beregost as well.

 

Do your changes touch on this transparency issue with the daytime tilesets?

This transparency is regulated in the wed file. I did not change anything in this part. My changes were only in the PVRZ files. However, the mod adds the light maps AR0100LN.bmp, which were not present in the original areas and these could be responsible for the color. I am not the great artist and designer, I just tried to get a halfway good result.




#615060 BGT Graphics Overhaul

Posted by weigo on 25 April 2023 - 11:17 PM in BG Graphics Overhaul

I finally found the solution for Wyrms Crossing. I've spent 10 days now trying to figure out that the animations of the water added as a bam file behaves strangely with the Light Map LN for the night. When an animation hits a color on the LN map, the animation color changes in a way that is unpredictable. I now need to set the few places on the LN map that contain animations to white.
But I need a few days without BG now, then I will do the rest, but at least we know a solution now.

 

 

AI Denoised Areas


The order of the mods is clear, first the AI Deinterlace and then BGGO. However, the maps are back in the old style. However, there are only a few maps that are affected. If you would merge the two mods, you would have to rework everything again to get a consistent
style.

 

 

 

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.


I agree with the opinion of Sh1n.

 

Let's finish both first and then we can always think about it. As mentioned above, both should be installed together.




#615049 BGT Graphics Overhaul

Posted by weigo on 24 April 2023 - 03:02 AM in BG Graphics Overhaul

How does this mod compare to AI Denoised Areas?

Thankee!
Unfortunately I do not know, because I did not know the mod until now :)
But I think only a few areas overlap and it is exclusively for EE.



#615044 BGT Graphics Overhaul

Posted by weigo on 23 April 2023 - 06:05 AM in BG Graphics Overhaul

Amazing work. Thank you!

Do you plan to release this mod for BGEE?


I haven't thought about that until now. Let's look at it when it's all done.




#615039 BGT Graphics Overhaul

Posted by weigo on 22 April 2023 - 08:55 PM in BG Graphics Overhaul

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


The difficult thing about Wyrms Crossing is that there are two overlays on one tile of the tis file. The drawbridge and the water around it. But with the tilemaps of the tis file only one overlay can be set. But since the drawbridge has priority, the animation of the water can not be selected. For this, additional bam animations were added in the EE version. And these cause problems as soon as you change something on the map.

I'm still working on it, but it will take a few weeks until I'm done with it.
 




#615031 BGT Graphics Overhaul

Posted by weigo on 21 April 2023 - 12:51 AM in BG Graphics Overhaul

If you want to have a look at the new version, you can have a look at the beta v3 branch. However, it is far from finished, but rather my backup of the current working directory.
The EET areas should be finished, but there might still be some bugs. BGT I'm done with Baldur's Gate, but at the moment I'm stuck on Wyrms Crossing both EET and BGT. The area is annoying.
 



#614961 BGT Graphics Overhaul

Posted by weigo on 09 April 2023 - 07:29 AM in BG Graphics Overhaul

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




#614946 BGT Graphics Overhaul

Posted by weigo on 08 April 2023 - 08:11 AM in BG Graphics Overhaul

Hello!

Since I have to rework the night maps for the EET version anyway, I have now reworked the EET and BGT version together and both now use the same wed file of the EE version and we are rid of the graphics errors.

Sounds great. Looking forward to it. But you said you keep getting crashes when you test it on BGT?


Now everything fits. I've only been playing with the EE lately and it's a bit more robust and fluid. Just finished the 3rd Baldur's Gate area and it works. But it will still take quite a while until I have all BGT areas through.




#614943 BGT Graphics Overhaul

Posted by weigo on 08 April 2023 - 05:57 AM in BG Graphics Overhaul

weigo,

 

I asked before but you never said anything about it so I try again: TotoR said that the last BGGOEET already works fine on BGT if you apply the fixes he produced. I never got the chance to verify this but it would be smart to check it out before you work on your own version,

 

And BGGOEET has had its own github page for quite some time, maintained by ALIEN and the latest version there includes TotoR's fix.


I had the same graphics errors as you in Baldur's Gate and in Candlekeep some tiles were still in day mode. Since I have to rework the night maps for the EET version anyway, I have now reworked the EET and BGT version together and both now use the same wed file of the EE version and we are rid of the graphics errors.
The other improvements of TotoR are included I think, because I took the version that Alien uploaded on Infinity Mods.
 




#614937 BGT Graphics Overhaul

Posted by weigo on 06 April 2023 - 04:48 AM in BG Graphics Overhaul

Fixing BGGO for BGT was on my to-do list as well. I'm grateful that you're willing to put some more effort into this, weigo. Let me know if you need help.

 

Do you want me to set up a GitHub repo? Are you thinking of making it a single installer package for both EET and BGT, or would it be better to keep them as separate projects?

Thanks for your offer of help

 

At the moment I'm just trying to get the old BGT to run somehow. I have constant crashes and as soon as I edit an area, BGT can no longer be started. It's maddening.


My plan was to have both in one. I have the EET part ready and have tested each area once.


We have to calculate with 800-900 MB if we want to have both in one package. Converting tis v1 to v2 or from v2 to v1 unfortunately doesn't work and so we have to separate the files.

 

Which BGGO for BGT version was the last one that ran?

 

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.
 

 

Oh and one more thing. I'd not miss much the option to keep the purple patches. I never used it, and I don't honestly think many do.

Ok, then if everything goes smoothly there will be no more purple patches.
 




#614927 BGT Graphics Overhaul

Posted by weigo on 05 April 2023 - 02:53 AM in BG Graphics Overhaul

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




#614670 Worldmap Addons

Posted by weigo on 06 February 2023 - 07:51 AM in Worldmap

After careful consideration and after multiple requests, I will be adding the language addons back into the main mod.
The total size remains under 200 MB and that should not be a problem nowadays. Many mods are much larger.