Weigo Posted May 22 Author Share Posted May 22 I'm on vacation right now. I'll have a look at the door when I get back. Which area is it about? Quote Link to comment
Parys Posted May 22 Share Posted May 22 It is West Baldur's Gate, Regefast's Home entrance (AR0600). Have a good holiday! Quote Link to comment
Weigo Posted May 31 Author Share Posted May 31 (edited) The problem is recognized. I have to edit the wed file and unfortunately this is always a bit more complicated. Yovaneth image files for the closed door were correct, but for the night doors, we need 2 tiles more than for the day door. Also the problem with the shadow of the door will be solved. Edited May 31 by Weigo Quote Link to comment
Weigo Posted June 1 Author Share Posted June 1 Fortunately, the necessary door tiles were already available in the PVRZ graphics, but they were not being used. Now it looks as it should and the new wed files are included in the new master. https://github.com/SpellholdStudios/BGGOEET day map with the right shadow night map Quote Link to comment
Salk Posted June 2 Share Posted June 2 Excellent, Weigo! Thanks for all your hard work on BGGO. Quote Link to comment
maurvir Posted June 5 Share Posted June 5 (edited) I have been searching for an errant script, but all this talk of missing doors prompts a question. Would this mod do anything to Beregost that would mess up the door to house 17? (AR3317)? For reference, this is the house where Borland will let the party crash for free. I ask because I tried an experiment where my party stood outside after entering it (the door worked correctly) and then advanced time until the map switched to the night map. After the night transition video, the door to house 17 was broken. As a further test, I had the party stay in the house and advanced time until the map switched to night and got a CTD. If it is, would this mod do anything that would scramble AR3317.ARE? Because when it is in this state, that file is full of zeroes and corrupted to the point I can't even use the cheat travel system to enter it. Not blaming this mod, as I definitely have a mega-mod install, but I am curious. if it's just a glitch that only affects one house in Beregost, I can live with it. As an aside - I absolutely love this mod. I long felt this should have been part of the base game, but these versions are absolutely gorgeous. Edited June 5 by maurvir Quote Link to comment
Weigo Posted June 5 Author Share Posted June 5 (edited) I have found the problem. The AR3317/BG3317 has a flag for an outdoor area and is therefore changed from BGGO to an extended night map. This is why it crashes. I have written a patch for BGGO that recognises this for the above mentioned area and have integrated it into the master on github. https://github.com/SpellholdStudios/BGGOEET @maurvirIf you want to change it manually, open the AR3317.are file in NearInfinity and change the flag to the indoor option. Then it worked for me again. And many thanks for your support. Edited June 5 by Weigo Quote Link to comment
orpheus333 Posted June 6 Share Posted June 6 Hey im having a bit of an issue with a BGGO EET install on Linux. I'm using ciopfs for case insensitivity but im getting an error when it is trying to find some files. ERROR: error loading [bggo/bif/temp/BG0100N.mos] ERROR Installing [BGGO for EET, BGT, BGEE, BG2EE, ToB and Tutu], rolling back to previous state Will uninstall 37 files for [bggo/bggo.tp2] component 0. Uninstalled 37 files for [bggo/bggo.tp2] component 0. ERROR: Unix.Unix_error(Unix.ENOENT, "stat", "bggo/bif/temp/bg0100n.mos") If anyone can give me a fix or point me in the right direction thank you, i know its a bit of a niche case and probably isn't bggo at all. Quote Link to comment
maurvir Posted June 6 Share Posted June 6 (edited) That does appear to fix it. I'm running an EET install so I left the "can rest indoors" and "BG1 area" flags set. I cleared the others. After a quick test run, it looks like Beregost is back in business without having to do a full reinstall. FWIW, I attempted a mod like this myself many years ago after recognizing the lack of night maps in many areas but it was way, way over my head (and still is). You have no idea how much I enjoyed seeing all these new areas light up at night - which is why I was willing to give up a house in Beregost to keep them! Edited June 6 by maurvir Quote Link to comment
maurvir Posted June 8 Share Posted June 8 (edited) Not sure if this is in-scope or not, but have you ever considered trying to bring some of the upgraded effects from SoD to the rest of the game? Specifically, the flowing lava used in the intro dungeon (Korlasz tomb). I recall being disappointed that Yaga-Shura's compound (which should have flowing lava) hadn't been updated to use the same effect. Of course, it may be vastly more complex than that, but I wish more SoD effects, like fog, were used appropriately elsewhere. For instance, it would be epic if fog were dynamically controllable and you could make it so that certain maps had fog after storms or only in the morning, etc. If it's hard-coded, there are still some maps where the effect would look awesome - mostly in the mountains near Nashkel. If possible, this would help SoD feel less out of place and integrate better into the trilogy. I know Shades of the Sword Coast introduced the fog to an existing BG area with the Infesting Light quest, which I thought dramatically improved that map. In that vein, how hard would it be to blend the areas that should be more or less identical between BG and SoD to make the transition less jarring? I posted a similar thought elsewhere, but it seems that either the SoD versions of places like the palace upper levels, Elfsong and Three Old Kegs tavern, and Sorcerous Sundries could be used in both games - or, alternately, the BG versions could be used in both. This would help smooth the transition a bit better. Obviously, some areas can't be reused - such as the Iron Throne building, but many places received graphical upgrades in SoD that could be ported to the BGEE portion of the campaign silently. Edited June 8 by maurvir Quote Link to comment
Weigo Posted June 9 Author Share Posted June 9 13 hours ago, maurvir said: Not sure if this is in-scope or not, but have you ever considered trying to bring some of the upgraded effects from SoD to the rest of the game? Specifically, the flowing lava used in the intro dungeon (Korlasz tomb). I recall being disappointed that Yaga-Shura's compound (which should have flowing lava) hadn't been updated to use the same effect. For the lava, no typical BG animation (bam format) is used here, but films (wbm) are played in. I don't know how to create them, they are not compatible with oBG2 and I don't know to what extent they are in the foreground or background of walk-in locations. 13 hours ago, maurvir said: Of course, it may be vastly more complex than that, but I wish more SoD effects, like fog, were used appropriately elsewhere. For instance, it would be epic if fog were dynamically controllable and you could make it so that certain maps had fog after storms or only in the morning, etc. If it's hard-coded, there are still some maps where the effect would look awesome - mostly in the mountains near Nashkel. If possible, this would help SoD feel less out of place and integrate better into the trilogy. I know Shades of the Sword Coast introduced the fog to an existing BG area with the Infesting Light quest, which I thought dramatically improved that map. This is the fogarea.2da file, where you can actually define the fog for each area. Quote This file defines the visual aspect of the fog weather effect. ALPHA and CONTRAST define overall visibility. OUTER_(RED/GREEN/BLUE) defines color of the fog edges. INNER_(RED/GREEN/BLUE) defines color for the inner fog area. Values for each color channel are limited to the range [0, 255]. (Note: RED and BLUE columns are mixed up for both types, i.e. RED is BLUE and vice versa.) PRE_DISPERSE_SECONDS is the delay before fog particles start to disperse. Fog can be defined for individual maps by putting the respective area code into the first column. 2DA V1.0 -1 ALPHA CONTRAST OUTER_RED OUTER_GREEN OUTER_BLUE INNER_RED INNER_GREEN INNER_BLUE PRE_DISPERSE_SECONDS 1 0.75 120 211 211 211 211 211 211 2 0.10 100 0 0 205 224 255 255 3 0.10 100 238 232 170 238 232 170 4 0.10 100 238 232 170 238 232 170 BD0120 0.25 100 0 0 0 255 255 240 60 BD1200 0.10 70 0 0 205 224 255 255 60 BD3000 0.25 80 210 180 140 210 180 140 60 BD4000 0.10 70 210 180 140 139 69 19 60 BD4400 0.49 110 35 15 15 65 45 45 60 BD4500 0.49 110 35 15 15 65 45 45 60 BD4700 0.25 80 45 15 15 45 45 45 90 BD5100 0.20 50 176 224 230 175 238 238 60 BD6100 0.90 100 238 232 170 238 232 170 10 BG0400 0.85 90 72 100 151 151 100 94 15 L#GNO1 0.80 75 85 45 45 145 95 95 25 L#ORM1 0.80 75 85 45 45 145 95 95 25 L#HND1 0.80 75 85 45 45 145 95 95 25 BG0123 0.75 75 128 128 128 128 128 128 25 L#HAU1 0.85 90 72 100 151 151 100 94 15 And here the fogpt.2da Quote This file defines the general behavior of the fog weather effect. AMOUNT indicates the amount of fog particles generated per time frame. DURATION defines the duration of the fog generator before it stops producing fog particles. Duration value is approximately the time in seconds multiplied by 6. X and Y specify the location of the fog generator on the map. U_VEC and V_VEC define speed and direction of the fog particles, U for horizontal and V for vertical direction in screen coordinates. Positive values move fog towards right or bottom screen respectively. Fog can be defined for individual maps by putting the respective area code into the first column. 2DA V1.0 -1 AMOUNT DURATION X Y U_VEC V_VEC 1 35 800 4473 583 -30.0 15.0 2 5 400 3611 1637 -3.0 0.0 3 70 400 2560 1920 -20.0 -15.0 4 15 400 1467 940 -1.0 -1.0 You would first have to familiarise yourself with the functions of the two 2da files and then you would have to consider which areas need fog. However, this is only possible for the EE version. 14 hours ago, maurvir said: In that vein, how hard would it be to blend the areas that should be more or less identical between BG and SoD to make the transition less jarring? I posted a similar thought elsewhere, but it seems that either the SoD versions of places like the palace upper levels, Elfsong and Three Old Kegs tavern, and Sorcerous Sundries could be used in both games - or, alternately, the BG versions could be used in both. This would help smooth the transition a bit better. Obviously, some areas can't be reused - such as the Iron Throne building, but many places received graphical upgrades in SoD that could be ported to the BGEE portion of the campaign silently. You could replace the background graphics of one version with the other, but I don't think there are that many, as the BD maps are mostly reworked sections of the BG1 maps. These are just the maps of Ducal's Palace and a few more. And with the rest we unfortunately have the style break between the BG parts Quote Link to comment
maurvir Posted June 11 Share Posted June 11 (edited) Ok, without making an actual mod, I would like to actually do this to three regions in BG1 in NI: BG5200 (Dryad Forest), BG5300 (Fire Leaf Forest), and BG5500 (Gibberling Mountains) Looking at similar lines in the FOGAREA.2DA, it seems like I should be able to copy an existing line, tweak it, and boom - fog. What I'm not getting is FOGPT.2DA. Mine only has a handful of lines, 1-5 and AC#55 (which I presume was added by a mod) Also, do I need to set the fog probability flag in the regions for it to show up? I'm going to back up the files and give it a go, but if it works, I wouldn't mind making a mini-mod for myself so automate this in the future. If it works, I'd like to do the same to the De'Arnise Keep, Dryad Forest, and Umar Hills in BG2 EDIT: Nevermind, it seems you do only have to add a new line to FOGAREA.2DA and set the fog probability to a non-zero value. Edited June 11 by maurvir Quote Link to comment
Weigo Posted June 11 Author Share Posted June 11 I still have a few cellar rooms to clear out and dry, then I can get back to modding. If you provide me with the appropriate numerical values for the two 2da files, I can include them in the BGGO mod. At the FOGPT.2da you have to add the corresponding area code instead of the number in front. 2DA V1.0 -1 AMOUNT DURATION X Y U_VEC V_VEC 1 35 800 4473 583 -30.0 15.0 2 5 400 3611 1637 -3.0 0.0 3 70 400 2560 1920 -20.0 -15.0 4 15 400 1467 940 -1.0 -1.0 BG5200 xx xx xx xx xx xx But I haven't been able to test it yet. Quote Link to comment
maurvir Posted June 20 Share Posted June 20 (edited) I figured the fog out, and wow, I'm super thrilled with it. I've made most forest/coastal regions potentially foggy and have loved the results. I particularly liked one night encounter where the fog rolled in - it really adds a lot IMO. However, now I need to ask about another potential issue. I noticed the water in BG3600 (the lighthouse area) has a tileset that doesn't break out the underwater sections into separate tiles and looks strange in-game. I checked my original BGEE install, and this area didn't have a night map, so I'm guessing your mod adds it. Could you check to see if the map tilesets are correct? I have NI, but I don't know how (or if you can) point it to mod content prior to installation. I also noticed some of the tileset parameters for the water were different between the modded and unmodded games WED files for AR/BG3600, but they don't seem to affect anything. Animation speed was different and the overlay was set to 2 instead of "none" Edited June 20 by maurvir Quote Link to comment
Weigo Posted June 21 Author Share Posted June 21 On 6/20/2024 at 3:55 PM, maurvir said: I figured the fog out, and wow, I'm super thrilled with it. I've made most forest/coastal regions potentially foggy and have loved the results. I particularly liked one night encounter where the fog rolled in - it really adds a lot IMO. I'm glad it works so well and that you enjoy it On 6/20/2024 at 3:55 PM, maurvir said: However, now I need to ask about another potential issue. I noticed the water in BG3600 (the lighthouse area) has a tileset that doesn't break out the underwater sections into separate tiles and looks strange in-game. I checked my original BGEE install, and this area didn't have a night map, so I'm guessing your mod adds it. Could you check to see if the map tilesets are correct? I have NI, but I don't know how (or if you can) point it to mod content prior to installation. The original map used to create the night map was the original BGEE day map. Therefore, the day and the night map have the same coastlines and thus the same tiles in the BG3600(N).tis. The wed file should also be the same as on the day, as I only changed the overlay 2 file from WTWAVE.tis to YSWAVE.tis. If you open BG3600.tis in NI and select the show grid at the top right, you can see the individual tiles very clearly. If you right-click on the tile you mentioned, you will see the tilemap number and if you select the third menu item, NI will show you the corresponding information in the wed file. It would be great if you could give me this information. On 6/20/2024 at 3:55 PM, maurvir said: I also noticed some of the tileset parameters for the water were different between the modded and unmodded games WED files for AR/BG3600, but they don't seem to affect anything. Animation speed was different and the overlay was set to 2 instead of "none" What exactly are they? I have gone through all the tiles in the overlay and have not found any with a value of 2. Or I was just blind Thank you again for your support Quote Link to comment
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