Jump to content


Photo

Area editing: How do I get the door bitmap?


  • Please log in to reply
10 replies to this topic

#1 jastey

jastey
  • Administrator
  • 3230 posts

Posted 01 March 2013 - 01:42 PM

I want to use an IWDII area in BGII. I have the area as a bmp to work with, but I fail to see where/how I get the (existing) door animations/bitmaps from that area. (It's AR5031, the drider chambers). All I managed is to see the area with closed doors in IETME by putting the tag at "show closed doors".

 

How do I extract the door bitmaps? I am sure I miss something obvious (probably I didn't understand how doors work in an are file). All I found in area tutorials is how to insert an existing door bitmap into my custom area, but not where I actually get it from.

 

Thank you for any help!



#2 Argent77

Argent77
  • Administrator
  • 1447 posts

Posted 01 March 2013 - 03:17 PM

I guess you mean AR5301, because there is no AR5031. Usually the door animations are stored as excess tiles within the TIS file. If you have created a new TIS file from a bitmap, you will miss some or all of the additional tiles. The tiles also need to be indexed in the WED file.

 

The best way to import the complete map is to extract the original AR5301.TIS (e.g. via NearInfinity). Unfortunately DLTCEP cannot open this particular file, but I have managed to "repair" it by using tispack/tisunpack.

 



#3 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 01 March 2013 - 09:38 PM

I have never modded with IWD2 stuff. But as Argent77 said, the "alternate" tiles (overlays and doors) are at the end of the .tis file.

If you want to extract only those tiles from BG2 areas with DLTCEP, just open the .tis file and select those tiles to be extracted.

 

For exemple, AR0801.tis contains 3875 tiles but only 3840 "regular" tiles (0 to 3839). Select frames n° 3840 to 3874 to be extracted in bmp and you extract only the closed door tiles !

 

I guess it works the same with IWD2 areas.


Edited by Gwendolyne, 01 March 2013 - 09:41 PM.

CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#4 jastey

jastey
  • Administrator
  • 3230 posts

Posted 01 March 2013 - 11:47 PM

Thank you for your help. It was area ar5301 indeed. I think I understand now where the door bitmaps are. I still don't get them, though. I do not see a way to extract certain tiles neither with NI nor with IETME.

In DLTCEP, I can open the tis file but it only shows the tiles 0 to 816. Extracting the whole tis to a bmp gives a corrupted file. I did tispack and unpack to the tis but it gives the same.

 

If I want to extract certain tilesets, DLTCEP gives a menu with four numbers to be inserted - I don't understand what I have to put in there. I would like to extract tiles no 3840 to 3865 (the tis has 3866 in total), so what does DLTCEP want four numbers for?



#5 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 02 March 2013 - 02:06 AM

Refering to my memory, in that case, try this :

 

0 3840

0 3865

 

It should do the job ! :shifty:


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#6 Argent77

Argent77
  • Administrator
  • 1447 posts

Posted 02 March 2013 - 02:38 AM

In your case, the file AR5301.TIS has 2866 tiles. To extract the door animations only, try
0    2700
0    2865

However, adding them to an existing map and re-indexing the tiles in the WED is very time-consuming. You'll fare better if you take over the original TIS file from IWD2.
 


Edited by Argent77, 02 March 2013 - 02:42 AM.


#7 jastey

jastey
  • Administrator
  • 3230 posts

Posted 02 March 2013 - 04:12 AM

I have them! I have them!! Thank you so much for your help. I had to arrange the tiles in DLTCEP (60 x 46 instead of 1 x ...), then I could see the door tiles at the bottom of the area tis, and then I understood the coordinates for extraction, and extraction to bmp worked.

EDIT: Thank you for the hint, DLTCEP indeed cut off the last line of tilesets, so now I extracted the "unordered" tiles, too, and have all doortiles.

 

Thank you!

 

Argent77: I changed the IWD area a bit, cut most of the dungeon off etc., so I guess I have to make the doors new.


Edited by jastey, 02 March 2013 - 06:13 AM.


#8 Gwendolyne

Gwendolyne
  • Administrator
  • 1016 posts

Posted 02 March 2013 - 12:58 PM

If you don't make changes to the area, just have a look at this : http://www.simpilot....area1/frame.htm

 

I have never tested it because I always try to make big changes to existing maps.

 

But I think it might be the best process, even with light modifications.


CARPE DIEM ....
 

In progress : Menace sur le Royaume de Diamant Éternel there.


#9 jastey

jastey
  • Administrator
  • 3230 posts

Posted 03 March 2013 - 01:26 AM

Thank you for the link, I am working with Yovaneth's area tutorial currently. The changes I made are significant, though, so I am making the area anew. I have the door tiles now, but I am still fighting with the wallgroups (characters partly gone in front of a wall looks silly!).



#10 Yovaneth

Yovaneth

    The newly-appointed Master Builder of Baldur's Gate

  • Modder
  • 3061 posts

Posted 03 March 2013 - 02:55 AM

There's a much easier way to extract door tiles:

 

Load the area in DLTCEP

Go to Edit Wed | Overlay | Edit Tiles

Select Draw Closed so that it says Draw Open - you're now showing closed doors

In Preview decide which tiles you want

Select Back | Extract

Ensure the 'Doors' button says 'Closed Doors'

Select Preview Selection

Select your Top Left tile (twice) | Bottom Right tile (twice) - twice to ensure the selection is registered correctly

Save as BMP.

 

Wallgroups? It's all in the positioning of the baseline.

 

-Y-



#11 jastey

jastey
  • Administrator
  • 3230 posts

Posted 03 March 2013 - 12:49 PM

Hi Yovaneth, I am using your tutorial and it's really great, thank you very much for that! Yes, wallgroups baseline and understanding how "wall" works (concerning feet higher than baseline). They are working now! Doors, too! I am very happy!

 

Thank you for the info, I'll try that next time. I had problems extracting open door tiles as you do in your tutorial, though, with DLTCEP not accepting the tiles I selected but jumping arbitrarily to other numbers.