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szef

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About szef

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  • Mods Worked On
    Book of Torment

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  1. I confirm, both terrain and water are displayed correctly (without stripes). The tool is superb .
  2. 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 ;(.
  3. Hmm, "different overlay" what do you mean by that? Idk where to find that variable :D. Is it necessary to "change it by code" ?
  4. 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
  5. Thanks, I changed in NI, but still the same problem :(.
  6. I did as written here ;), it doesn't quite work (tested in BG2EE and PSTEE). Tis2ovl and tis > pvrz works, but the water has the same "rhythm" on the surface - the squares just bobble the same way. Some test: Help!
  7. And how to add my own area to CheatAreas in BGEE.lua? Also do you know how to give name to the area? Name visible when entering location in game, for example: "Hive", "Ragpicker's Square" etc. I can't find information about this aspect.
  8. Are you typing: C:MoveToArea('area') - where area is the name of your .are file? ( Don't forget the: ' ' ) CLUAConsole:MoveToArea("area") - is for old, original games, not the Enhanced Editions.
  9. I'v got problem with ambient in custom location, no matter if it's wav from game or my sound. Like an overlap of sound? I tried different wav and bitrate values. It occurs in oBG2, BG2EE and PSTEE ( Inserted with NI or DLTCEP, and with weidu: fj_are_structure). Starts after "all right", when teleporting to area. It deforms the music not only at the beginning... out.mp3
  10. @Yovaneth nice, but: Updates - 2.1 "Note added...", however in Overlays section i don't see new note.
  11. Thanks, interesting I'll give it a try. But I guess it would be simpler to make a static image and give some .bam in places.
  12. I'm trying/testing to make an overlay of water in dltcep, I'm doing according to this tutorial and only the edges come out fine(?), the rest of full tiles is seen in the game as a kind of deeper water (darker color), and they stand out as squares (tiles in the middle). After add overlay: In game: And in NI - it looks good. What could I be missing here? E: oBG - water on this location is no problemo. EE - when remove "stripes" from TIS via NI > convert to TIS with PVRZ, area not loading at all. Sooo not doable ?
  13. I put my wbm with DLTCEP in the area, trying this code too and I have no animation (in BG2EE or PSTEE). Wbm converted by ffmpeg - works in the game for example as an intro between locations. Can someone help. E: Wbm not working only in PSTEE ;(. So, what's the deal with pvrz as an animation?
  14. @Prrsha VERY cool idea! Where to look, or how to write a script for Abishai to cast spells? (PSTEE) Can you give me some tips... ? E: I manage to do it ;).
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