Jump to content


Photo

BG Graphics Overhaul on BGT


  • Please log in to reply
11 replies to this topic

#1 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 23 October 2017 - 11:56 PM

Hello!

 

I wanted to make a few tests to see what kind of problems there are with this modification on BGT and unfortunately the issues are several. I only checked Baldur's Gate, Wyrm Crossing and Beregost.

 

In two attached screenshots there is proof of wrong tiles placement in two night areas of the city of Baldur's Gate. But there are many other issues in several areas of Baldur's Gate and Beregost, both by day and by night, where the tiles containing doors have several minor, but rather visible artifacts in terms of wrong content (in Beregost there is for example some grass in the tile where there should be a wall).

 

A shame that such an ambitious project that surely costed -Y- much time and effort has been discontinued because in the current state I could not really personally recommend it.

 

The BG Overhaul EE version's author, White Agnus, has been MIA for quite a long time now and the state of his own fork is in no better shape.

 

Perhaps someone will volunteer to carry the torch and in that case I am available for testing.

 

BG West (Night).jpg

 

BG East (Night).jpg


Edited by Salk, 26 October 2017 - 01:17 AM.


#2 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 24 October 2017 - 01:06 AM

Yeah, well, your option is to either install the Night maps, or the BGGO, you can't have BOTH. Aka you should only install a(1) mod that changes the tileset of an area, not two or twelve...


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#3 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 26 October 2017 - 01:07 AM

I don't understand what you mean, Imp.

 

I have installed only BG Graphics Overhaul for BGT. Those issues are produced by that mod.


Edited by Salk, 26 October 2017 - 01:08 AM.


#4 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 26 October 2017 - 01:23 AM

And you have no other mod that touches the area's .tis, or the sub .tis (found in the .web file)? You might very well have a different .web file than the original, which will likely lead to tiles being placed wrongly as shown in the picture. The mods that do this are not compatible with each others ... much, if at all.


Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#5 Salk

Salk
  • Modder
  • 1411 posts

Donator

Posted 26 October 2017 - 01:34 AM

I have tested this on a minimal BGT install which included TobEx and BG2 Fixpack only.

 

Perhaps the best solution is using the old BG Lightmaps mod from 2009 and satisfy with that.


Edited by Salk, 26 October 2017 - 01:34 AM.


#6 Miloch

Miloch

    Barbarian

  • Modder
  • 6573 posts

Posted 31 October 2017 - 09:06 AM

Offhand, I'd say it looks like a tileset issue with the doors being off by a tile or two (or more). It should be fixable, just very annoying. Also, it's been a while, but I think the Imp means .wed, not .web file.


Infinity Engine Contributions
Aurora * BG1 NPC * BG1 Fixpack * Haiass * Infinity Animations * Level 1 NPCs * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * BG:EE * BGII:EE * IWD:EE
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * Creature Checker * Creature Fixer * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Infinity turns out to be the opposite of what people say it is. It is not 'that which has nothing beyond itself' that is infinite, but 'that which always has something beyond itself'." -Aristotle


#7 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 31 October 2017 - 09:56 AM

Offhand, I'd say it looks like a tileset issue with the doors being off by a tile or two (or more). It should be fixable, just very annoying. Also, it's been a while, but I think the Imp means .wed, not .web file.

Well, it would be easy to fix... if one could find the variable that alters the tileset replacement, by the one tile. And yes, it was a typo of a noe letter.


Edited by The Imp, 31 October 2017 - 09:58 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#8 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 01 November 2017 - 03:04 AM

The .wed files are corrupted. No, I'm going nowhere near it!


-Y-

Edited by Yovaneth, 01 November 2017 - 03:05 AM.


#9 Periel

Periel
  • Member
  • 14 posts

Posted 29 January 2018 - 08:22 AM

The .wed files are corrupted. No, I'm going nowhere near it!

 

That's a shame. :(  Do you mean the original bioware .wed files (although you must have worked with those successfully before to produce this mod) or the ones you created for the mod? Either is fixable, surely - although I'm not suggesting it's trivial to do the work again. Is the problem possibly a bug in whatever tools you used to create the updated files?

 

A little more info here might help whoever responds to Salk's request and might want to take on the mantle, if you are definitely unwilling to bugfix this any more.

 

I'd be grateful if you could confirm whether this is compatible with Ulb's Druid Grove Makeover mod, as this is another area replacer (AR1900?).


Edited by Periel, 29 January 2018 - 08:30 AM.


#10 The Imp

The Imp

    Not good, see EVIL is better. You'll LIVE.

  • Member
  • 5148 posts

Posted 29 January 2018 - 09:15 AM

The .tis file is just a multiple frames of tiles that make up the map picture, and the .wed file among other things, tell exactly where those tiles are placed and from which .tis file, and which is the top most. Now, like I said in my very first post, when you install multiple mods, ever modification of the files need to either take every other change into account... or like in this case, just not. which is where they become incompatible with each others, if there's a change that switches tile placement.
Now, as Yovaneth can't probably even produce the wrong image as there's no weidu.log or rather a --change-log made from the .wed and .tis files, it's kinda hard to guesstimate where the problem is in ... which is why he said the other file is corrupted. Cause it doesn't match the (Yovaneth's ) original. For whatever reason. This is, of course, made harder by the fact that the .tis/.wed need to match separately in each game for weidu to be able to install them correctly.

Edited by The Imp, 29 January 2018 - 09:27 AM.

Yep, Jarno Mikkola. my Mega Mod FAQ. Use of the BWS, and how to use it(scroll down that post a bit). 
OK, desert dweller, welcome to the sanity, you are free to search for the limit, it's out there, we drew it in the sand. Ouh, actually it was still snow then.. but anyways.


#11 Periel

Periel
  • Member
  • 14 posts

Posted 29 January 2018 - 06:15 PM

What on earth are you talking about, Jarno? Salk explained clearly (in reply TO YOU) that his was a virgin BGT install, which means that any .wed/.tis or whatever files that got installed with this bug were ONLY from this mod.

 

Nowhere in this thread (unless it has been edited out) did Salk provide a file (corrupt or otherwise) to be downloaded. ERGO, whatever .wed file Yovaneth said was corrupted was one in HIS installation and hard drive, either his own modded file or the Bioware original. That would be independent of your crazy fixation that there's another mod in someone's (Yovaneth's?) install that's also modding this file.

 

I'd imagine as the original modder Yovaneth is savvy enough to A) notice the possibility of another mod-overwrite himself; and B) not need to have .tis files redundantly explained to him, whatever they are. Nobody asked about those. Therefore if the corrupt file is part of this mod, HOW it got corrupted is of great interest, because if it's due to the tools he used to create the mod files then there's a bug THERE that needs fixing, otherwise any further attempt to bugfix THIS mod might fail using the same common tools. THAT is why I suggested further information (like what exactly and how is it corrupt?) might help another modder looking at this. That way EVERYBODY benefits.

 

Yovaneth, I just wanted to add my voice to Salk's in hoping that BGT users might see these odd last bugs fixed (we seem to be the poor relation now EE is out). It's encouraging that you even looked to evaluate the issue Salk raised. ;)


Edited by Periel, 01 February 2018 - 02:19 PM.


#12 -Jasper-

-Jasper-
  • Guest

Posted 05 February 2018 - 09:41 AM

Is there really something wrong with this mod? It's inconceivable to play without this. I don't doubt Salks testimony but maybe you made some kind of mistake? The mod has had several versions, so how is it possible that such big errors remain?

 

Can someone please clarify the status of this highly important mod.