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Nicos109

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  1. Hello I'm looking for a library of stickers (png images of objects with transparent background). Started to build it myself but I think I remember that existed already many years ago. The images can be trees, houses, edges of opened and closed doors, etc... Examples attached. Thanks, Nicolas.
  2. Not talking about overlays here but about the design of an image. A layer is something that comes on top of something else in the image (example: carpet over floor)
  3. Hello, I've experienced a bit with area design and I've faced some issues. Before creating any .are file, I want to create area art for a Baldur's gate mod. It's a typical image in png from which an area will be created later with DLTCEP. The dimensions must be proportional to the tile size (forgot exact size) an also have a maximum size (also forgot which size). They must also meet special requirements, objects such as doors, chairs, must have a size that is well proportioned to the characters. To make life easier, I try to reuse the objects from the game (houses, etc..). I had some degree of success creating floors (grass, dungeon floor, ..) but it sure looks far less good than the original games, but I've encountered other issues while creating such areas. When I try to superimpose layers, it doesn't mesh well. If I put a floor, then a carpet, then a table, the whole looks so off! I'm trying to build a piece of software that will help me design such area art but for now it's too basic to share anything, and it renders not well as mentionned. Also, does AI help to generate area art from all the exisiting areas from the games, mods included? Thanks Nicolas
  4. NX) requires to own 2 prefixes NX and N) That makes me thinks that N)) will do the job just fine.
  5. Hello, I've been using "Image to TIS" feature from Near Infinity (in Tools->Convert) with some degree of success. It generated both TIS file and PVRZ files indexed with numbers. The only thing is that it dropped the 2nd character -letter or non-letter- of the file name in PVRZ files. It seems to do that intendedly. I've looked at other mods' PVRZs and they also have the 2nd character dropped compared to the TIS file name. My concern is, I registered a prefix of 2 letters, and so the prefix is broken. Example: My prefix N) became just N in all PVRZs but NZ also became just N in all PVRZs and in other mods : DSC -> DC A77 -> A7 A7# -> A# and so on.. Thanks for your help Nicolas.
  6. ah ok I didn't read properly ... makes sense now I copied the generated TIS and PVRZ files and now I have no more horizontal lines thanks
  7. there's actually a check in near infinity on the dimensions, it won't convert images that are bigger than 1024 in width or height
  8. I tried to convert my tileset with tile2ee but it's actually worse. All horizontal lines are visible and they don't disappear and reappear with movements.
  9. Hi It's my first time creating a new area. I made the tilset from a bmp in DLTCEP. Once in the game, I got some horizontal and vertical black lines and I guess these are the edges of the tiles. They tend to disappear and reappear as I move the mouse or zoom the area. Any ideas what I could have done wrong ? Thanks, Nicolas.
  10. Hi It's my first time creating a new area. I made the tilset from a bmp in DLTCEP. Once in the game, I got some horizontal and vertical black lines and I guess these are the edges of the tiles. They tend to disappear and reappear as I move the mouse or zoom the area. Any ideas what I could have done wrong ? Thanks, Nicolas.
  11. Hello, I know about the prefix registration to avoid to conflits of files betewen mods, but what if 2 modders edit the EET world map at the same location? Does the same principle of registration apply? Thanks, Nicolas.
  12. After some research, I found 2 VVC files called DEATHWRD and SPMAGGLO calling a BAM SPMAGGLO. I could preview them with CLUAConsole C:CreateVEFVidCell("DEATHWRD") Still don't know which mod introduced the visual change, though.
  13. In fact the visual effect in blue comes from a mod. In the original game it looks like this. Do you know which mod introduces this ?
  14. The effect looks like the same as the non-detection clock (CLCK06) It appears on the altar at specific hours I could not see it inside NearInfinity neither in the area file BD4300.are nor in the area script BD4300.bcs
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