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Baldur's Gate Graphics Overhaul

baldurs gate graphics overhaul

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#41 Yovaneth

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Posted 23 May 2013 - 12:50 AM

1. There is no file  xxxxxxLN.BM for locations FW5100, FW5200, FW5300, FW5500. I don't know is it really need it but BGT crushes without this file.

 

They are not needed for BGTuTu but I will add them so that BGT works.

 

2. Bugs with some tiles: FW1200, FW2100, FW2600, FW2700, FW3600, FW3700. See attached file (screenshots).

 

Graphics card problem on Prozh's computer. All of those areas work perfectly for me - I have an nVidia GTX560Ti.

 

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. :(

 

3. FW1700.are - there it no code in tp2, but work present in mod's archive.

 

Damn. I missed that - it should be in the 'switch the night birds off' section.


-Y-

 

[Edit]

1. There is no file  xxxxxxLN.BM for locations FW5100, FW5200, FW5300, FW5500. I don't know is it really need it but BGT crushes without this file.

 

They are required and I missed them from the installer.

 

2. Bugs with some tiles: FW1200, FW2100, FW2600, FW2700, FW3600, FW3700. See attached file (screenshots).

 

This only seems to happen when you CLUAConsole to the night area (ctrl+t) and the floating text is still active. Otherwise that one tile displays correctly. I have no control over this and say that in normal gameplay you can't see that area anyway.

 

Additional bug: the birds don't get turned off because I haven't used the correct cre names in the .tp2 file. I missed the leading underscore. Serves me right for back-porting the .tp2 file from the BG:EE version and not checking it carefully enough.


Edited by Yovaneth, 23 May 2013 - 03:21 AM.


#42 prowler

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Posted 23 May 2013 - 10:19 AM

Water tiles works good with enabled 3d-acceleration. Tested with 3 random notebooks with random videocards. Without 3d - still buggy.

And always bug in a left upper corner in Candlekeep location.

 

think my english with every day much harder to understand... :D


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#43 Yovaneth

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Posted 23 May 2013 - 12:40 PM

I really can't do anything about the water tiles - how they are displayed by a graphics card without 3D-acceleration is out of my control. I also think that very few people would not use 3D-acceleration now?

 

-Y-



#44 Salk

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Posted 23 May 2013 - 08:41 PM

Nice to see some BGT specific development in the porting. And it also helped finding a few bugs that now can be squashed. Good job!



#45 prowler

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Posted 24 May 2013 - 11:37 AM

Other night locations with new water tiles works great (except those I posted before)


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#46 Salk

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Posted 24 May 2013 - 08:47 PM

We are looking forward to the corrected BGT version of this mod!

 

Please thank prozh from me.  :cheers:



#47 prowler

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Posted 25 May 2013 - 02:18 AM

prozh:

 

After install mod with 2 additional components new file FW0621.tis is missng in override folder, but FW0621N.tis is present.

I thnik file FW0621.tiz must also be present in bggraphics\621\patch\tiz


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#48 Balquo

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Posted 25 May 2013 - 02:24 AM

Tested Candlekeep and it is much better. There is one pool that you forgot -- Around x2964 y1219. And this may be just me but the area map still shows the pools rather bright. Maybe that wasn't updated?


Edited by Balquo, 25 May 2013 - 03:26 AM.


#49 Yovaneth

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Posted 25 May 2013 - 04:42 AM

@balquo Bet you missed the missing bit.... The pool and mos have already been corrected here.

@prowler I have no idea why that one tile is displaying incorrectly. I have replaced it three times now and it still shows wrong. As you can't see it in the game, I'm not going to try any more.

Water tiles works good with enabled 3d-acceleration. Tested with 3 random notebooks with random videocards. Without 3d - still buggy.

I've found the answer to this one. The 'buggy' areas are where the Infinity Engine forces the tiles to change colour over the background. As fixing this requires redoing both the artwork and the overlay for the original area and as it only happens in 2D, it's not high on my priority to fix.

 

-Y-



#50 Balquo

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Posted 25 May 2013 - 06:06 AM

@prowler I have no idea why that one tile is displaying incorrectly. I have replaced it three times now and it still shows wrong. As you can't see it in the game, I'm not going to try any more.

 

If this bug is present in the BGEE version then it will be a more of a problem as the map is explored from the get go, so players will be able to see it.



#51 Balquo

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Posted 25 May 2013 - 06:10 AM

@balquo Bet you missed the missing bit....

 

What did I miss? haha. I see flying birds at night. Thought that was disabled? Or perhaps I'm not using v1.1. That is the most likely cause. 



#52 Yovaneth

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Posted 25 May 2013 - 11:47 AM

@ balquo Try 1.2 and guess.

@balquo and Prowler: Tile #3 in Candlekeep (fw2600 and fw2626) has been fixed. For some reason it had the wrong index.

 

-Y-



#53 Balquo

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Posted 25 May 2013 - 11:15 PM

I don't see v1.2 on the download list.



#54 Yovaneth

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Posted 26 May 2013 - 01:37 AM

Definately there - it's the only download. bggraphics12.rar.

 

-Y-



#55 Balquo

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Posted 26 May 2013 - 04:29 AM

Ah so it is :D

 

The Candlekeep graphical glitch in the upper left corner is still there; and so are the birds. You have it down in the .tp2 as "_seagul". I assume that is the reason.

 

Also one of the pools has a tiny glitch at x2681 y1619

 

And just to top it off, all water during the day (pools and the sea) is green. 



#56 Yovaneth

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Posted 26 May 2013 - 01:07 PM

Well, I'm beaten by both the birds and the tileset. The cre names for the birds are all correct (lead underscore is for BGTuTu) and if you check with DLTCEP you can see that they are all turned off at night, but they still keep on flying. As for that tile:

 

1. Run the installer

2. Correct the tile index in DLTCEP (tile 2 should be index2, not index 0)

3. Compress fw2600n.tis to fw2600n.tiz

4. Drop the new .tiz file into the mod package

5. Run the installer

6. Go to Candlekeep night

7. Repeat from (2) id infinitum.

 

Try it yourself. I'm also beaten by why you've got green water; I've rebuilt the package and re-uploaded it, just in case (... of what?...)

 

-Y-



#57 Balquo

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Posted 27 May 2013 - 12:46 AM

Tried the new rebuilt package but all the problems remain.

True enough the birds are showing correctly in NI and DLTCEP. I believe it is to do with the fact that you start in Candlekeep so when night arrives the creatures still remain. This is true for most areas, right?  So If I move to fw2626 the birds are gone. True also if I move back to fw2600.

 
Looked at the messed up tile and it is still showing up as index 0. If I set it to 2 then it fixes the problem.
 
 


Edited by Balquo, 27 May 2013 - 12:57 AM.


#58 Yovaneth

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Posted 27 May 2013 - 03:32 AM

Screenshot of green water please Balquo. The new installer was compressed directly from my test build in BGTuTu and it works fine there (bar that d*mn tile).

 

As for the tile... the wall in front of me has a hole that matches my forehead. If I correct the tile index, save the tileset and save the area, it works. Then,

 

1. Copy out fw2600n.tis

2. Copy it back in and re-check the tile index - it's ok.

3. Run the game - any savegame - it's ok.

4. Compress it and re-install

5. Load an existing savegame - it's fecked.

6. Start new game - it's fecked.

7. Copy in the tileset saved in step 1.

8. Start new game - it's fecked.

9. Add the saved fw2600n.tis to an installer folder called Tis and add a COPY_LARGE to the tp2

10. Reinstall so the tileset is only copied in

11. Start new game - it's fecked.

11. Load an existing savegame - it's fecked.

 

Now...

 

12. Open up DLTCEP on fw2600n.tis - it says the tile index is zero

13. Open up NI at the same time on the same fw2600n.tis - it says the tile index is 2.

 

-Y-



#59 Yovaneth

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Posted 27 May 2013 - 03:59 AM

Fatherless .wed file....

 

-Y-



#60 -Roboghost-

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Posted 27 May 2013 - 02:40 PM

 

I'm getting the following error during install:

 

 

 

[BGGRAPHICS/SETUP-BGGRAPHICS.TP2] PARSE ERROR at line 266 column 2-12

Near Text: PRINT

GLR parse error

 

[BGGRAPHICS/SETUP-BGGRAPHICS.TP2] ERROR at line 266 column 2-12

Near Text: PRINT

Parsing.Parse_error

ERROR: parsing [BGGRAPHICS/SETUP-BGGRAPHICS.TP2]: Parsing.Parse_error

ERROR: problem parsing TP file [BGGRAPHICS/SETUP-BGGRAPHICS.TP2]: Parsing.Parse_error

 

FATAL ERROR: Parsing.Parse_error

 

I think this is line 266: PRINT("Cre resref: %cre_resref%")

 

Game: EasyTutu

WeiDU LOG:

~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier [v4]

~SETUP-LIGHTMAPS.TP2~ #1 #0 // Corrected lightmaps for BG TuTu/BGT/Baldur's Gate [v1.3]

 

Help, thanks.







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