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Baldur's Gate Graphics Overhaul

baldurs gate graphics overhaul

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#21 -PutridWalker-

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Posted 13 April 2013 - 08:03 AM

What a great mod. Thanks Yovaneth.

 

Is there anything that can be done to have this work in BGT? I mean, shouldn't it be possible to just use some kind of reassigning tool or some form of conversion process? Or maybe I misunderstand.

 

@The Imp

You spoke of this before. Any news on it?



#22 The Imp

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Posted 13 April 2013 - 09:48 AM

Is there anything that can be done to have this work in BGT? I mean, shouldn't it be possible to just use some kind of reassigning tool or some form of conversion process? Or maybe I misunderstand.

Well it should be yeah... but it's way beyond my moding ability.


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.


#23 Yovaneth

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Posted 17 April 2013 - 03:02 AM

It can be done but I don't have the Weidu knowledge to write the patching code.

 

-Y-



#24 Salk

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Posted 08 May 2013 - 11:46 AM

I am also hoping that someone would bother making this compatible with BGT.



#25 Creepin

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Posted 08 May 2013 - 01:38 PM

I am also hoping that someone would bother making this compatible with BGT.

Or, better yet, with BWS :)


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#26 Salk

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Posted 10 May 2013 - 09:39 PM

By the way, Ascension64 created a converting tool called Platform Conversion Utility which might do the trick in this case.

 

UPDATE: I run this modification through Ascension64's PCU (TuTu -> BGT complete dictionary conversion) but I have no idea how successful it was.

 

The files in the ARE directory seem to have been renamed for BGT.

The file in the BAM directory seems untouched.

Half of the files in the BMP directory seem to have been renamed for BGT while the other half seems untouched.

The files in the MOS directory seem untouched.

The files in the TIZ drectory seem untouched with the exception of a few ones which seem to have been renamed for BGT.

The files in the WED directory seem untouched with the exception of a few ones which seem to have been renamed for BGT.

 

Also:
 

BEGIN @1




//##################################################
// Areas
COPY ~bggraphics/are/.~ ~override/.~


//##################################################
// Bams
COPY ~bggraphics/bam/.~ ~override/.~


//##################################################
// Bitmaps
COPY ~bggraphics/bmp/.~ ~override/.~


//##################################################
// Mos
COPY ~bggraphics/mos/.~ ~override/.~


//##################################################
// Wed
COPY ~bggraphics/wed/.~ ~override/.~


//##################################################
// Mos
COPY ~bggraphics/mos/.~ ~override/.~


//##################################################
// Expand the tiz files
//##################################################
//OS-specific .tiz conversion

 

isn't the content of the mos directory been copied twice?


Edited by Salk, 10 May 2013 - 10:37 PM.


#27 ScuD

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Posted 11 May 2013 - 05:21 PM

Salk, that seems to be correct - the only difference is in ARE files, all the rest should remain unchanged.

Have you tried installing is over to BGT?



#28 Salk

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Posted 11 May 2013 - 10:22 PM

Salk, that seems to be correct - the only difference is in ARE files, all the rest should remain unchanged.

Have you tried installing is over to BGT?

 

No, I haven't actually tried yet.



#29 Yovaneth

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Posted 12 May 2013 - 01:55 AM

I know about the mos folder being copied twice - Jarno Mikkola very kindly pointed that out in his usual manner. If you want to double-check with NI the only files that should definately show any differences internally are the .are files which should have the .wed info and the travel areas re-labelled for the BGT equivalents. I'd guess the .wed files will still call the originally-named .tis files?

 

I'd sit on the conversion for now though: I'm working on a Weidu installer rather than the current old-style overwrite all areas. I rather regret releasing this version because of that.

 

-Y-


Edited by Yovaneth, 12 May 2013 - 02:00 AM.


#30 Salk

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Posted 12 May 2013 - 05:17 AM

The converted mod installed on BGT without issues but how do I test whether or not the changes are in effect?



#31 The Imp

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Posted 12 May 2013 - 08:11 AM

The converted mod installed on BGT without issues but how do I test whether or not the changes are in effect?

Well, you take a vanilla BGT game to the entrance area(I would use the Console), then copy the whole game directory to somewhere else, then install the mod to the original, while you make the copy playable by editing the baldur.ini files [Alias] header's ... and then you start both gamed from their own BGMain.exe, not the baldur.exe ...


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.


#32 Balquo

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Posted 18 May 2013 - 08:25 AM

Salk - Go to ar0200 and compare the Ducal Palace during the night and day and see if during the day an entire front section is missing.



#33 Salk

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Posted 19 May 2013 - 01:06 AM

Thanks for the tips, guys.


I'll eventually come around to test it.



#34 prowler

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Posted 21 May 2013 - 11:24 AM

Our comrade prozh from russian community arcanecoast.ru found a bug (it seems):
please check file 'mos\FW1000N.MOS, mos\ground\FW1100N.MOS'  Water is...green? Is it ok?


Edited by prowler, 21 May 2013 - 11:26 AM.

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#35 prowler

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Posted 21 May 2013 - 11:29 AM

And also: give us 1-2 days please. BGT-version almost done by our comrade prozh ;)


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#36 Yovaneth

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Posted 21 May 2013 - 02:20 PM

That is a bug - it's the wrong mos file. There is a big problem with the braziers too - sometimes they appear in the wrong place. It looks like I've found a small problem with Weidu; I should be able to fix it tomorrow and upload a new version.

 

-Y-



#37 Salk

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Posted 21 May 2013 - 08:02 PM

And also: give us 1-2 days please. BGT-version almost done by our comrade prozh ;)

 

That'd be great!



#38 Balquo

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Posted 21 May 2013 - 11:36 PM

Now if someone could make a BG1 version ;)



#39 Yovaneth

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Posted 22 May 2013 - 12:23 AM

Can't be done - different .are structure with no extended night available except for Baldur's Gate city. Putting two and two together and probably getting six, I think that was added very late in the development cycle and would definately explain the terrible rush-job done on the city night areas.

 

-Y-



#40 prowler

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Posted 22 May 2013 - 07:49 AM

Report from Prozh:

I have DONE all what I could. But at this stage mod not fully workable.

 

Bugreport:

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.

 

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

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

Attached Files


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