Guest warefarer Posted August 27, 2023 Share Posted August 27, 2023 Are you using AI Denoised Areas mod? If so, that could be the culprit of your problem. Anyway, would you share your weidu log? Quote Link to comment
Weigo Posted September 9, 2023 Author Share Posted September 9, 2023 @Imiona the problem is now solved and uploaded to the github folder. https://github.com/SpellholdStudios/BGGOEET/tree/v3-beta The problem was that the coordinates of the candles and lights of the individual areas were not deleted and you therefore saw the lights from another area. Quote Link to comment
Mordekaie Posted September 23, 2023 Share Posted September 23, 2023 Just to report: I get a "weird" message while unzipping (with 7-zip) the mod dowloaded from the Github v3-beta branch: C:\Users\Bubu\Downloads\BGGOEET-master.zip Fin de données inattendues Échec de CRC : BGGOEET-master\bggoEET\base\tbcN\BG5500\BG5500N.tbc Any idea? Quote Link to comment
AL|EN Posted September 23, 2023 Share Posted September 23, 2023 First, the download process was interrupted so the zip archive is not complete. Second, the '-master' in filename indicates that you have in fact downloading 'master' branch. Redownload it again using this link: https://github.com/SpellholdStudios/BGGOEET/archive/refs/heads/v3-beta.zip or use git clone + git checkout 'v3-beta' cmd. Quote Link to comment
squiros Posted September 25, 2023 Share Posted September 25, 2023 (edited) if you look at the original nashkel mines entrance, you'll see that the textures are normal. however, if you look at the same spot on bgee, you'll notice actual large pixel blocks. specifically, look at the ground near the mining lift wheel, and some of ground near the tree. it's actually blocks of pixels. if you're looking to enhance the textures, you may want to look at the originals instead of whatever happened to the EEs. i'll admit, it could be specific to my computer during the installation of eet. can anyone else take a look? Edited September 25, 2023 by squiros maybe specific to my computer Quote Link to comment
jastey Posted September 25, 2023 Share Posted September 25, 2023 @squiros I don't see it. Quote Link to comment
argent77 Posted September 25, 2023 Share Posted September 25, 2023 3 hours ago, squiros said: if you look at the original nashkel mines entrance, you'll see that the textures are normal. however, if you look at the same spot on bgee, you'll notice actual large pixel blocks. specifically, look at the ground near the mining lift wheel, and some of ground near the tree. it's actually blocks of pixels. This is caused by the texture format used in EE games to store map background graphics. It may introduce compression artifacts under specific conditions (e.g. at huge or very low contrasts between pixels). It may be possible to optimize compression to make it less noticeable, but it isn't possible to prevent it completely. This is a magnified version to see the differences: Spoiler Quote Link to comment
Weigo Posted September 26, 2023 Author Share Posted September 26, 2023 The day map Nashkel Mines is not updated by BGGO at all. Quote Link to comment
jastey Posted September 26, 2023 Share Posted September 26, 2023 2 hours ago, Weigo said: The day map Nashkel Mines is not updated by BGGO at all. I think that's what @squiros is trying to say: whether bggo could also take care of these graphic artifacts. Or I misunderstood. @argent77 thanks, now I see it. Quote Link to comment
Weigo Posted September 27, 2023 Author Share Posted September 27, 2023 The problem with the graphic errors in the nashkell mines already comes from the BG1 original. If someone could prepare the file in the link below, then I can include it in the BGGO. You would have to rework those weird color pixels in the impeller. The night map unfortunately also has this error. https://drive.google.com/file/d/1EHWQuAuxpGN9k4WxYXktIV2vQn6UCGy7/view?usp=sharing Quote Link to comment
moggadeet Posted September 30, 2023 Share Posted September 30, 2023 has anyone else run into an issue with the Ulgoth's Beard night map? Daytime is fine, but at night, I get this instead: Quote Link to comment
jastey Posted September 30, 2023 Share Posted September 30, 2023 Oof. That looks like a scrambled map of BST area? @Weigo could this be one of these cases where the pvrz leave out the 2nd and 3rd letter of the area name (I think it was), overwriting other area graphics? BST uses a function so it doesn't overwrite area graphics of other areas (including mod added), so I hope it's not BST's fault. Quote Link to comment
guardian.gorion Posted September 30, 2023 Share Posted September 30, 2023 does this mod have a readme? i can not figure out what it does Quote Link to comment
jastey Posted September 30, 2023 Share Posted September 30, 2023 @guardian.gorion there is a small description on the GitHub page: Quote This mod is probably the biggest visual overhaul of the game since it was released. It reinstates the extended night areas that are missing from all main areas except Baldur's Gate. Now, when you open doors at night they show light from inside the building. Buildings actually have windows that are lit up. Quote Link to comment
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