
Slurm in my areas
#1
Posted 30 August 2006 - 01:59 PM
Sticz
#2
Posted 30 August 2006 - 05:18 PM
Saving area .bmp file as .jpg and then back to .bmp before creating area in IETME sometimes...all sorts of wierd squares in my water
helped me to get rid of wierd squares
#3
Posted 01 September 2006 - 05:11 AM
If I can change the color of the green water to just a boring blue, and I remove the corresponding water tileset from the .wed file, will that give me a blue lake or something wierd?
I have searched the forums, but not much has lead me to an answer.
Sticz
#4
Posted 01 September 2006 - 10:16 AM

Edited by King Diamond, 01 September 2006 - 10:18 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#5
Posted 01 September 2006 - 11:04 PM
But of course it removes only the green water caused by the graphic engine (so you cannot remove green water which is intentionally green in bg1).
And you cannot change the colour of that kind of green water either.
It is green because some pixels were intended transparent but the BG2 engine renders them differently.
Edited by Avenger_teambg, 01 September 2006 - 11:06 PM.
#6
Posted 02 September 2006 - 05:11 AM
The area will open in ietme. The go to File - Swith to Map Editor. Once you have switched go to File - Save and you can save the area image as a bmp.
You edit the bmp image in whatever editing program you have...photoshop...paintshoppro etc.
Once you are happy with the changes, load your area in IETME again as above, switch to the map editor as above and choose File - Open. You then choose your edited bmp image and it will replace the existing area image.
Then go to File - Create new /Switch to Area Editing and choose File -Save Area to save the changes (saying Yes to all the options presented).
I'm sure all this can be done in DLTCEP too but I haven't mastered that just yet!

#7
Posted 02 September 2006 - 05:15 AM
In IETME go to File - Open Area: then navigate to where your .are file is on your computer.
The area will open in ietme. The go to File - Swith to Map Editor. Once you have switched go to File - Save and you can save the area image as a bmp.
You edit the bmp image in whatever editing program you have...photoshop...paintshoppro etc.
Once you are happy with the changes, load your area in IETME again as above, switch to the map editor as above and choose File - Open. You then choose your edited bmp image and it will replace the existing area image.
Then go to File - Create new /Switch to Area Editing and choose File -Save Area to save the changes (saying Yes to all the options presented).
I'm sure all this can be done in DLTCEP too but I haven't mastered that just yet!
Never do that if you're not absolutely sure. That is a best way to make all door extra tiles disappeared.
Edited by King Diamond, 02 September 2006 - 05:18 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#8
Posted 02 September 2006 - 10:40 AM
2. load the area
3. go to the wed editor
4. click on 'edit tiles'
5. click on remove green water
6. go back to main screen
7. save area
It should alter the .wed and the .tis files.
None of these steps require witchcraft.
#9
Posted 02 September 2006 - 12:15 PM
I am using DLTCEP and doing as you said. The file is saving to the override, and I add the area to the map, reveal it in the script, and head on over to the area I have made. As soon as I get to the area I move over to check out the water, the game crahes if I walk towards the water or ExploreArea() and try to look at the water from afar.
Any clues as to what is not installed correctly? The area is working fine, I can go in and out of it, I just can't get near any water.
Sticz

#10
Posted 02 September 2006 - 12:37 PM
edit: heh slurm

Edited by Sir-Kill, 02 September 2006 - 12:39 PM.
#11
Posted 02 September 2006 - 12:42 PM
Sticz
#12
Posted 02 September 2006 - 12:52 PM
reread the first post wrong
If I can change the color of the green water to just a boring blue, and I remove the corresponding water tileset from the .wed file, will that give me a blue lake or something wierd?
you can check what I have done here
http://www.blackwyrm...1/bg_dmaps.html
Edited by Sir-Kill, 02 September 2006 - 12:56 PM.
#13
Posted 05 September 2006 - 04:48 AM
Currently I get all sorts fo crashes from many of the smaller areas I am dealing with. I know in the tileset editor that there are some BG1 specific options, is this where I address these issues?
Sticz
#14
Posted 05 September 2006 - 05:48 AM
Edited by King Diamond, 05 September 2006 - 05:49 AM.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#15
Posted 05 September 2006 - 06:08 AM
Sticz
#16
Posted 05 September 2006 - 09:23 AM
Have you renamed them or use their original BGT names?I did a full copy of all 7 files associated from BGT. I still got a crash when I tried to load the area. I tried to enter through the door and to jump to the area using the Debug Mode, both caused me to crash to desktop.
Sticz
If you're renaming all of them to smth like "MYAR001" don't forget to change a reference to WED file in ARE and a reference to TIS in WED.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#17
Posted 05 September 2006 - 09:49 AM
Sticz
#18
Posted 05 September 2006 - 10:18 AM
Yes, I have changed all the associations. I have changed the exit variables for all doors so that they link up, I have also checked over my work by using existing BG2 areas, they all work fine. The only time I have gotten these to work was when I edited the .tis with IETME and it deleted parts of the fire-place... then I got tiles from the loading screen in there and it looked awful. I am thinking that it is something to do with the fire-place and how the animation is native to the tileset and not an animation.
Sticz
I think I remember now... I had the same problems.
Try to export BGT area files not from NI but use DLTCEP instead. Just save them from there and they will work fine.
(last update: 02-12-2008)
----------------------------------------------
SoS, v1.13
TDD, v1.12
TS-BP, v6.10
CtB, v1.11
RoT, v2.1
----------------------------------------------
BP Animations Scheme
#19
Posted 05 September 2006 - 11:04 AM
Sticz
#20
Posted 06 September 2006 - 12:04 PM
Sticz