Jump to content


Photo

Tile2EE - A MOS and TIS converter

TIS MOS converter

26 replies to this topic

#21 K4thos

K4thos
  • Member
  • 309 posts

Posted 21 September 2016 - 06:41 AM

Since each texture can be at most 1024x1024 pixels you can store up to 25600 tiles which means a map of 160x160 tiles is probably the maximum possible dimension.

up to 100 PVRZ for TIS files limit is not enough to merge all 9 BG areas which would require 30207 tiles. So close... That would be a nice tweak :P


Edited by K4thos, 21 September 2016 - 06:46 AM.


#22 Argent77

Argent77
  • Member
  • 881 posts

Posted 21 September 2016 - 08:26 AM

With the new tis + prvz it seems that I no longer have the graphical issue that started the whole discussion.

 

EDIT

Seems I traded one problem for the next - areas with water do not work this way.....

The PVRZ-based TIS format appears to use inverted stenciled tiles for overlays compared to the palette-based TIS format.

Tileset example (AR0046):

Spoiler

 



#23 Argent77

Argent77
  • Member
  • 881 posts

Posted 22 October 2016 - 05:03 AM

New update: tile2ee-0.3a

Changes:

  • Made OS X binary compatible with macOS Sierra.


#24 Ikki

Ikki
  • Member
  • 122 posts

Posted 29 July 2017 - 01:04 PM

I tried to use tile2ee to convert tis to pvrz.

 

I did that the following way :

first i use handle_tileset to uncompress the TIZ in a working directory

then i use tile2ee to convert the tis in this directory

i have at the end of the process pvrz files and a very small tis in the override directory

 

but i was expecting to get rid of the lines betwen the tiles and it's not the case.

 

is there some configuration require, before running the conversion to get rid of those lines ?



#25 Argent77

Argent77
  • Member
  • 881 posts

Posted 29 July 2017 - 02:14 PM

It seems even PVRZ-encoded TIS files can produce these annoying horizontal lines under certain conditions.

 

Main cause of the lines issue is the tile layout on PVRZ textures. tile2ee uses a simple sequential order to lay out the tile graphics, which the EE games seem to have problems with. It's basically the same layout as implicitly used by the classic TIS format. A more intelligent solution would require more information which are unfortunately not available to the tool.

You can use Near Infinity to (manually) convert TIS files into the PVRZ-based format. NI can use information from associated WED files to properly fix these lines in the game.

 

Edit: The situation has improved in PST:EE. I would still convert TIS into the PVRZ-based format for performance-reasons, but horizontal lines are much less noticeable in that game. I would expect the next patches for BG(2)EE will fix this issue there as well.


Edited by Argent77, 29 July 2017 - 02:28 PM.


#26 Roxanne

Roxanne

    Modder

  • Member
  • 3495 posts

Posted 29 July 2017 - 10:15 PM

It seems even PVRZ-encoded TIS files can produce these annoying horizontal lines under certain conditions.

 

Main cause of the lines issue is the tile layout on PVRZ textures. tile2ee uses a simple sequential order to lay out the tile graphics, which the EE games seem to have problems with. It's basically the same layout as implicitly used by the classic TIS format. A more intelligent solution would require more information which are unfortunately not available to the tool.

You can use Near Infinity to (manually) convert TIS files into the PVRZ-based format. NI can use information from associated WED files to properly fix these lines in the game.

 

Edit: The situation has improved in PST:EE. I would still convert TIS into the PVRZ-based format for performance-reasons, but horizontal lines are much less noticeable in that game. I would expect the next patches for BG(2)EE will fix this issue there as well.

I have made good experience with the NI feature mentioned. It produces *line-free* tis+PVRZ sets for the majority of maps. There is a remaining issue with areas that have a lot of (large) doors, You may see lines around closed doors that disappear when you open the door.


The Sandrah Saga

another piece of *buggy, cheesy, unbalanced junk*


#27 Argent77

Argent77
  • Member
  • 881 posts

Posted 28 November 2017 - 02:14 PM

New update: tile2ee-0.3b

Changes:

  • Fixed a bug in the included WeiDU library that could fail HANDLE_TILE2EE with large output files




Reply to this topic



  



Also tagged with one or more of these keywords: TIS, MOS, converter