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Baldur's Gate Graphics Overhaul

baldurs gate graphics overhaul

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#161 Salk

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Posted 14 February 2014 - 11:44 PM

Does that fix work for all versions, -Y-?



#162 Yovaneth

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Posted 15 February 2014 - 03:51 AM

For other versions of the game you'll need to change the name of the files, then open up the .wed file with a hex editor (or Near Infinity) and change the name of the .tis file that it points to. I take it that the BGT version is shafted too?

 

-Y-


Edited by Yovaneth, 15 February 2014 - 03:51 AM.


#163 Lollorian

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Posted 15 February 2014 - 08:09 PM

I yoinked them WEDs for the BWPFixpack if you don't mind :lol: (until the next BGGraphics update ofcourse :P)


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#164 Yovaneth

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Posted 16 February 2014 - 03:02 AM

No problem.  :D

 

-Y-



#165 Vvav

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Posted 16 February 2014 - 09:25 AM

I've got two more to report, chief:

 

1) Night version of the map of area FW1100 has green water (the actual night area works properly).

 

2) Durlag's Tower area (both night and day) has been flooded with pus, aka "green water."


Edited by Vvav, 16 February 2014 - 09:26 AM.

Vv


#166 Yovaneth

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Posted 16 February 2014 - 01:22 PM

Noted.

 

-Y-



#167 Salk

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Posted 16 February 2014 - 10:48 PM

I don't have the game installed but I suspect the same problems in Baldur's Gate are present in the BGT version as well so I did what -Y- suggested. Here's the same files for the BGT version of the game.

Attached Files


Edited by Salk, 16 February 2014 - 10:49 PM.


#168 Vvav

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Posted 19 February 2014 - 10:52 AM

A minor one: the two big water vessels inside Tazok's tent (FW1901) contain pus. That's expected for Mr Half-Ogre, but still -- Yuck! The minimap displays water just fine.

 

Man, I just realized I'm about to finish this playthrough (the Duchal Palace). Somehow it felt wrong to play it with BG2 engine. I can't really explain this. Nostalgia?


Vv


#169 Yovaneth

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Posted 21 February 2014 - 01:17 AM

I hope to get back to this when FFT v3.0 is released.

 

-Y-



#170 -Salk-

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Posted 23 February 2014 - 12:56 AM

I installed BGT 1.18 and BG Graphic Overhaul 1.4 for BGT then I CLUAConsoled my protagonist to Central Baldur's Gate (AR7700) to verify the presence of those visual corruptions reported by Vvav for the EasyTuTu version.
 

Those do not seem to occur in the BGT version although I have a screenshot of a particular area of which I am dubious.

 

Are those brown water areas supposed to be like that?

 

Clipboard01-F1D5R2HB.1393145733.jpg

 



#171 Yovaneth

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Posted 23 February 2014 - 02:40 AM

No pic?



#172 The Imp

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Posted 23 February 2014 - 03:51 AM

No pic?

It's more likely that Salk just failed to upload the picture directly and then didn't upload to a place like imageshack from which using the direct picture path would need to be copy pasted to these:

 [img=http://-address] 

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#173 Salk

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Posted 23 February 2014 - 11:16 AM

Sorry. I thought it was working fine.

Anyway, here it is. The shadowing seems also a bit strange to me. Is it supposed to be like that?

Attached Images

  • AR7700.jpg

Edited by Salk, 23 February 2014 - 11:17 AM.


#174 The Imp

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Posted 23 February 2014 - 11:35 AM

The shadowing seems also a bit strange to me. Is it supposed to be like that?

To me it looks about correct, if you take in the fact that the light source(sun or something) is the same as the shadow for the lamp post on the left font, and that the obelisks shadow is the dark brown on the water surfaces... it might not be the exact natural look, but whatever. Remember that as the blue color of the water is part of the reflection of the sky's blue, if there's a shadow that blocks that reflection, and the floor of that vessel is brown, the waters can be brown too, as the water is transparent.


Edited by The Imp, 23 February 2014 - 11:45 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.


#175 Yovaneth

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Posted 23 February 2014 - 12:31 PM

As it happens, Jarno is right - that's the original shading. I have to admit that it looks awful though.

 

-Y-



#176 Yovaneth

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Posted 23 February 2014 - 12:42 PM

A minor one: the two big water vessels inside Tazok's tent (FW1901) contain pus. That's expected for Mr Half-Ogre, but still -- Yuck! The minimap displays water just fine.

 

Man, I just realized I'm about to finish this playthrough (the Duchal Palace). Somehow it felt wrong to play it with BG2 engine. I can't really explain this. Nostalgia?

I wonder if DeGreenifier failed on some of your areas? FW1901 isn't an area I touch and I can't find anything wrong with FW1100 (City SW) either. However, Durlag's Tower night is well fecked  :whistling:

 

-Y-



#177 Salk

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Posted 23 February 2014 - 08:57 PM

Well, thanks for your expert opinion.  :cheers:



#178 Vvav

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Posted 25 February 2014 - 11:25 AM

Apparently the Degreenifier doesn't affect Durlag's Tower and Tazok's tent, which is a rather minor overlook in EasyTutu: http://forums.pocket...?topic=28204.0.

 

What I meant with area FW1100 was that the minimap displayed green water (fountains) at night while the actual in-game water graphics worked fine. That's a strange reversal of the green water issue which normally doesn't affect minimaps.


Edited by Vvav, 25 February 2014 - 11:27 AM.

Vv


#179 Yovaneth

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Posted 25 February 2014 - 12:20 PM

Oh, that's easy done. What you do is to create a minimap from a buggered tis file, then fix the tis file and forget about the minimap. Told you it was easy... :woot: :lol:

 

Okay, I'll add Durlag's Tower (day) to the package. It's not a DeGreenifier fix but it will have the same effect. Tazok's tent? I'll think about it as it's a bit out of the remit of this mod.


Edited by Yovaneth, 25 February 2014 - 12:26 PM.


#180 Piquero27

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Posted 01 March 2014 - 08:49 PM

If is NOT broken why I cannot download it?  :) Im curious, not complaining.







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