szef Posted April 15 Share Posted April 15 Thanks, I changed in NI, but still the same problem :(. Quote Link to comment
Jarno Mikkola Posted April 15 Share Posted April 15 1 hour ago, szef said: Thanks, I changed in NI, but still the same problem :(. I don't know anything about this honestly... but someone else might know better, if they could see your files of the area, so you might want to upload them somewhere and so they can check them out. .. Quote Link to comment
szef Posted April 15 Share Posted April 15 (edited) Ok, test area, fragment with water. The texture is from BG2 (WTLAKE.TIS), different from the screenshot, but the problem is the same. First I created everything in dltcep, then 'tis2ovl bb#000.wed', then in NI 'export TIS as PVRZ based'. And that's all. (I have not yet experimented with a different background under the water texture....) https://drive.google.com/file/d/1ko-vTia0cY8KVbTejvLYqh-ZRc1of0J7/view?usp=sharing Edited April 15 by szef Quote Link to comment
Acifer Posted April 15 Share Posted April 15 I have looked at the area, the overlay behaves completely normally. The movement of the water seems to be correct. You could try a different overlay that has less movement and therefore appears less hectic. But I think the appearance of the water is fine. Quote Link to comment
Jarno Mikkola Posted April 15 Share Posted April 15 Also, what is the area's "windspeed" ? Quote Link to comment
szef Posted April 15 Share Posted April 15 57 minutes ago, Acifer said: You could try a different overlay that has less movement and therefore appears less hectic. Hmm, "different overlay" what do you mean by that? 25 minutes ago, Jarno Mikkola said: Also, what is the area's "windspeed" ? Idk where to find that variable :D. Is it necessary to "change it by code" ? Quote Link to comment
argent77 Posted April 15 Share Posted April 15 1 hour ago, szef said: Ok, test area, fragment with water. The texture is from BG2 (WTLAKE.TIS), different from the screenshot, but the problem is the same. First I created everything in dltcep, then 'tis2ovl bb#000.wed', then in NI 'export TIS as PVRZ based'. And that's all. (I have not yet experimented with a different background under the water texture....) I agree with Acifer that the water overlays work as expected in your test sample. Since the background of the water tiles are mostly solid black you'll see a very strong overlay effect from the water tileset. Adding some background to the water tiles will probably reduce the effect somewhat. In that case you could also tweak the "Overlay transparency" field in the ARE file (formerly known as 'Wind Speed') to adjust overlay transparency. Alternatively, do it the SoD way and use WBM video overlays instead: Spoiler Quote Link to comment
szef Posted April 15 Share Posted April 15 I understand. Thank you all ;). As for WBM, it would solve a lot of problems, unfortunately the mod is made for PSTEE, which does not support it ;(. Quote Link to comment
Jarno Mikkola Posted April 15 Share Posted April 15 (edited) 3 hours ago, szef said: Idk where to find that variable :D. Is it necessary to "change it by code" ? .are -files file headders offset 0x0052. Link. (scroll down) Edited April 15 by Jarno Mikkola Quote Link to comment
argent77 Posted April 19 Share Posted April 19 (edited) Btw, next release of Near Infinity provides a greatly improved TIS conversion feature that takes care of visual artifacts on PVRZ-based tilesets, handles overlay conversions between oBG2 and EE engine, and more. (Select "Export... > as PVRZ/palette-based TIS" from an opened TIS resource to test this feature.) A preview version can already be tested from the Nightly Releases: https://github.com/Argent77/NearInfinity/releases/tag/nightly Spoiler Edited April 19 by argent77 Quote Link to comment
szef Posted April 19 Share Posted April 19 (edited) I confirm, both terrain and water are displayed correctly (without stripes). The tool is superb . Spoiler Edited April 19 by szef Quote Link to comment
Acifer Posted April 23 Share Posted April 23 On 4/19/2024 at 11:59 AM, argent77 said: A preview version can already be tested from the Nightly Releases @argent77: I have also tested this nightly NI version on several tilesets of Call of the Lost Goddess - works smoothly and delivers perfect results. And an automatic conversion from classic BG2 tiles to BG2EE is also included. Fantastic! Thank you so much for finally solving this annoying pvrz-overlay-issue! Quote Link to comment
Sam. Posted April 23 Share Posted April 23 On 4/19/2024 at 4:59 AM, argent77 said: Btw, next release of Near Infinity provides a greatly improved TIS conversion feature that takes care of visual artifacts on PVRZ-based tilesets, handles overlay conversions between oBG2 and EE engine, and more. (Select "Export... > as PVRZ/palette-based TIS" from an opened TIS resource to test this feature.) A preview version can already be tested from the Nightly Releases: https://github.com/Argent77/NearInfinity/releases/tag/nightly Reveal hidden contents This deserves it's own topic. At this point NI deserves it's own subforum (it actually has one over at Pocket Plane but no one uses it). I have questions, I have comments, once I try it for myself I'll have suggestions. Quote Link to comment
Jarno Mikkola Posted April 23 Share Posted April 23 (edited) 1 hour ago, Sam. said: This deserves it's own topic. At this point NI deserves it's own subforum (it actually has one over at Pocket Plane but no one uses it). I have questions, I have comments, once I try it for myself I'll have suggestions. You are a terrible person... http://www.shsforums.net/topic/45358-nearinfinity/ As in, it only has 58 pages of filled with 20 posts a page. Edited April 23 by Jarno Mikkola Quote Link to comment
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