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Posts posted by szef
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bumping
Yup, the email validation seems to be broken.
Won't !G conflict with variables?
If not could someone please request a !G prefix reservation for us (me and FallDamage312)?
Many thanks.
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I confirm, both terrain and water are displayed correctly (without stripes).
The tool is superb .
Spoiler -
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 ;(.
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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" ?
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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
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Thanks, I changed in NI, but still the same problem :(.
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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!
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@jmerry Super, thanks.
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6 hours ago, jmerry said:
As for the menu where you can select an area and go there by clicking a button, it's populated in BGEE.LUA - look for CheatAreas in that file
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.
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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.
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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...
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@Yovaneth nice, but: Updates - 2.1 "Note added...", however in Overlays section i don't see new note.
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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.
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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 ?
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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?
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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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Heh, yeah export from NI as PVRZ based TIS solve this lines on map. (And I thought it was the same as tile2ee... )
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6 minutes ago, paladin84 said:
Is this area TIS or TIS+PVRZ? It looks like the location taken from IWD1/IWD2.
TIS V1, but after convert with tile2ee to TIS V2 (PVRZ) - still the same. Yes from IWD1EE (Eastheaven). Edited with DLTCEP 7.7,
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By the way, small locations are fine. And in oBG1, this map is ok. Hm.
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Hm, I wonder if this method fix horizontal lines in example - new locations for pstee?
Right now, the way to get rid of these: is to disable linear scaling (in game options), which makes the graphics quality slightly worse.
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I am trying to run a movie, after entering a new area (PSTEE). XP gain works, the movie does not. I have no idea how to redone this script:
IF Exists(Player1) !GlobalGT("SF5000","GLOBAL",0) THEN RESPONSE #100 StartMovie("Baator") AddexperienceParty(75000) SetGlobal("SF5000","GLOBAL",1) Continue() END
Something I do not understand here, except that I have to do by trial and error method ;p?
E: OK, nevermind.
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If it suits someone then I have added to the nexus :P.
(Thanks for idea!)
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On 11/15/2023 at 4:18 PM, Barachiel said:
I wish you luck, though.
Yeah, we'll probably do a 'side box' style inventory, but it's hard to say when.
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On 11/14/2023 at 4:29 PM, Barachiel said:
Thank you for this. PSTEE mods are as rare as chickens' teeth. Plus, as a Disco Elysium fan, I appreciate this in general.
Thanks, and yes, the side dialog box were mainly created to make the game resemble DE-like games .
Furthermore, in the next version we want to add a draggable inventory on the game world screen (with more convenience thanks to a 4x5 grid instead of 2x10).
If we could find someone with graphic design skills to slighty help create a cool template...
Community Filename Prefix Reservations
in General Mod Discussion
Posted
@Incrementis
I see, thanks.
In that case please prefix GF.