Jump to content


Photo

Baldur's Gate Graphics Overhaul

baldurs gate graphics overhaul

  • Please log in to reply
279 replies to this topic

#1 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 07 April 2013 - 10:50 AM

This mod is probably the biggest visual overhaul of the game since it was released. To start, it reinstates the extended night areas that are missing from all main areas except Baldur's Gate. For example, an obvious symptom of the missing extended night occurs when you walk up to a campfire in (say) the xvart village and the lighting reflecting off the party never changes from night to firelight. Other obvious symptoms are areas with buildings (Beregost, Nashkel, Candlekeep, etc.) that have no lighting in the windows at night.

 
Now, when you open doors at night they show light from inside the building. Buildings actually have windows that are lit up. All areas have new lightmaps to go with the extended night so your party shows the correct shading as they walk through open doors and passed firepits.
It adds the missing night minimaps to all main areas. The installer also includes all of the updated lightmaps for Baldur's Gate that were originally included in the Lightmaps mod. If you have the mod already installed you can uninstall it first if you wish but there is no real need to do so.
 
It also fixes around ninety percent of the visual stupidities in Baldur's Gate city. These ranged from windows showing at night and not in the day (or vice versa) to whole buildings that changed from nicely maintained habitations during the day to complete derelicts as the sun went down. All of the wall braziers were missing their flames. Other faults involved roofs that were oversprayed with ground textures, doubling-up of textures in an area, walls and walkways that were partly missing and objects that simply disappeared as the day changed. Many night textures were completely missing and showing as huge black holes on the ground; others had been totally destroyed by clumsy use of Dodge and Burn brushes. Occasionally whole walls appeared and disappeared and a couple of the huge drum towers along the walls were actually floating in mid-air!
 
In areas ar2600 and ar2626 the temple torches are lit.
 
In area ar0607 all of the wall sconces are lit.
 
Night-time water now has new textures instead of re-using the day ones. This adds greatly to the overall night atmosphere.
 
Optional Components

Almost all of the night-time nasty blue and purple patches can be removed from the streets if you don't like them. The real problem with these is that around 90% of them were simply cloned in from other areas to cover daytime shadows, so even before that awful colour was applied the textures did not match the corresponding day area. Once the colour had been applied, additional grass and weeds were applied on top but in places that did not match the day placement. I frequently found grass growing out of streetlights at night... In the majority of cases I have been able to patch in the daytime textures but in some areas it simply wasn't possible. I hope these don't show up too obviously.
 
I'm aware that some people like the blue and purple patches, which is why this part of the mod has been made optional. I'm also aware that there are other people who believe that Baldur's Gate as delivered has perfect graphics and does not require any correction at all. To those people: please do not download and install this mod because you will be terribly disappointed.
 
Note:
The birds will still display at night in Candlekeep starting area (fw2600) because the game starts there and so they can't be turned off.
 
The usual caveat for a mod that changes existing areas: if you've already visited an area then the changes made by this mod will not show up. To get all changes you need to start a new game.


Edited by Yovaneth, 23 August 2015 - 01:53 AM.


#2 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 07 April 2013 - 10:53 AM

The obvious question: yes, there is a BG:EE version on the way. Don't ask. :D

 

-Y-



#3 Balquo

Balquo
  • Member
  • 43 posts

Posted 07 April 2013 - 11:04 AM

Brilliant stuff! :)



#4 Almateria

Almateria

    most garbage person

  • Modder
  • 969 posts

Posted 07 April 2013 - 11:46 AM

Nice!



#5 Almateria

Almateria

    most garbage person

  • Modder
  • 969 posts

Posted 07 April 2013 - 11:49 AM

Also, a cool question: Is the stuff you fix included in the EE?



#6 The Imp

The Imp

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

  • Member
  • 5148 posts

Posted 07 April 2013 - 12:14 PM

The obvious question: yes, there is a BG:EE version on the way. Don't ask. :D
Erhm, so what about the BGT-weidu and BG1 then ?

And you probably want to note that the Widescreen mod need to be installed after this mod !

Edited by The Imp, 07 April 2013 - 12:15 PM.

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.


#7 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 07 April 2013 - 12:18 PM

@Almateria Some of this is already in EE. It's still uncertain if it will all make its way in eventually, so I'm working on a Weidu-installer just in case. The reason for the asynchronous release is the need to convert all of the graphics files to pvr format - it's taking a little while.

@Jarno If you want to go ahead and modify approximately 150 .wed files and an equivalent number of .are files (BGT / BG1), then please feel free to do so. I've had enough.

 

-Y-


Edited by Yovaneth, 07 April 2013 - 12:26 PM.


#8 The Imp

The Imp

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

  • Member
  • 5148 posts

Posted 07 April 2013 - 01:52 PM

so I'm working on a Weidu-installer just in case. -yep taking this in the context of the next
@Jarno If you want to go ahead and modify approximately 150 .wed files and an equivalent number of .are files (BGT / BG1), then please feel free to do so. I've had enough.
Darn that's a large file----
Are you sure this can't be done with a quick and easy weidu.exe renaming of resources ? & this:

ACTION_IF (FILE_EXISTS_IN_GAME ~fw0100.are~) THEN BEGIN
//Tutu part

END


ACTION_IF (FILE_EXISTS_IN_GAME ~ar9600.are~) THEN BEGIN
//BGT part

END

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.


#9 Almateria

Almateria

    most garbage person

  • Modder
  • 969 posts

Posted 07 April 2013 - 02:24 PM

A question reposted from SA:



 



Area fw0621 (the top of the Iron Throne seen in the opening movie) has been greatly expanded to put it in context with the surrounding buildings.

The only one of these changes I'd be a bit wary of, because I don't actually see that it was really off or needed changing? Then again it's a really minor part of the game, so whatever.
 

E: It would also be pretty cool if you put up some screenshots

Edited by Almateria, 07 April 2013 - 02:55 PM.


#10 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 07 April 2013 - 03:01 PM

Why did we decide to expand the area? Because there was no context for this tiny space. There is an info point stating that (paraphrase) "It's a long way down and you could get hurt if you fall" but there was nothing to see. There is now! :D

 

If it's not wanted, do the following:

 

1. Before installing bggraphics, go to the \override folder and back up any files that start fw0621

2. Install the mod

3. Delete all files that start fw0621

4. Copy back the originals.

 

Hope this helps.

 

-Y-

 

[Edit] Yes, I'll add it as an optional install - but only if someone finds a bug and I have to update it.


Edited by Yovaneth, 07 April 2013 - 03:08 PM.


#11 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 07 April 2013 - 03:03 PM

@Jarno I'm not a weidu ninja. I haven't got a clue how to check for and overwrite any offsets. The mod's there for anyone who wants to do just that.

 

-Y-



#12 Daulmakan

Daulmakan

    Comfortably numb

  • Member
  • 1065 posts

Posted 07 April 2013 - 05:45 PM

Kudos on the release. :new_thumbs:

 

Are there any screenshots somewhere that show some of the changes?


item_pack.jpg   Drows.jpg

 


#13 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 08 April 2013 - 12:08 AM

Edit: screenshot links moved to the first post.

 

-Y-


Edited by Yovaneth, 09 April 2013 - 05:08 AM.


#14 Kulyok

Kulyok
  • Modder
  • 2450 posts

Posted 08 April 2013 - 03:20 AM

Congrats!  Night-time water sounds cool.  Looking forward to Baldur's Gate romantic atmosphere. :)

 

Added to the modlist. High time we added a "BG1Tutu Audiovisual" category and moved all graphic-related mods there, too. 



#15 Eric P.

Eric P.

    Journeyman Modder

  • Member
  • 1178 posts

Donator

Posted 08 April 2013 - 06:38 AM

Any hope for a BG2 version?


Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.

A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?


#16 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 08 April 2013 - 07:31 AM

BG2? The quality control was so much better in BG2 - I'm not aware yet of anything that needs correcting. Or are you just referring to the change of water textures?

 

-Y-



#17 The Imp

The Imp

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

  • Member
  • 5148 posts

Posted 08 April 2013 - 07:36 AM

Any hope for a BG2 version?

Considering where the resources might be coming from ... :devil:
Yep, the question is, are this all because of BG:EE ?

And to the BGT earlier... Ascension64, CamDawn or cmorgan might be able to whip a conversion tool installer that allows these files to be easily used in BGT at the same time as with Tutu, and then allow the changes made in mid-late install phase. After all the current weidu code

Spoiler

Is overriding everything installed before the mod. And there .mos'es are copied twice.


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.


#18 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3058 posts

Posted 08 April 2013 - 08:42 AM

Read the readme.

 

-Y-


Edited by Yovaneth, 08 April 2013 - 08:43 AM.


#19 Daulmakan

Daulmakan

    Comfortably numb

  • Member
  • 1065 posts

Posted 08 April 2013 - 04:00 PM

Most illustrative, thank you. I'll be giving this a try.


item_pack.jpg   Drows.jpg

 


#20 Eric P.

Eric P.

    Journeyman Modder

  • Member
  • 1178 posts

Donator

Posted 09 April 2013 - 06:07 AM

BG2? The quality control was so much better in BG2 - I'm not aware yet of anything that needs correcting. Or are you just referring to the change of water textures?

 

-Y-

Anything, but yeah, I've come to really appreciate all the textures and surfaces throughout BG2 much more, the more attention I pay to detail :) I guess everything looks fine as-is, but I'd still be curious to see any change. I asked because I can't run BG1 (game discs stolen long ago), and I won't be able to run EE on my system.


Working and playing on a Mac Pro 6,1 running Mac OS X 10.13.6 High Sierra, and a Mac Pro 3,1 running Mac OS X 10.11.6 El Capitan.

~Buion na 'ell! I serve with joy! Your eyes and ears I shall be. Let us hunt together!~
- Erysseril Gwaethorien: a joinable, romanceable NPC mod for BGII - SoA/ToB, in sporadic development.

A female elf warrior of nature and a Bhaalspawn cross paths during their quests, joining forces to share adventure and companionship. Will they find more?






Also tagged with one or more of these keywords: baldurs gate, graphics, overhaul