Jump to content

Daulmakan

Members
  • Posts

    630
  • Joined

Posts posted by Daulmakan

  1. 34 minutes ago, Jarno Mikkola said:

    This is all over the place actually... it came from one of the weidu updates.. it's here, there, and elsewhere. It's so called well known bug.
    But it only affects the old game, as you don't need to do that to the EE games, as it has no effect in the EE engine.

    I'm not on EE, so the warning is relevant. Thanks.

  2. 5 hours ago, jastey said:

    This should come late. Maybe even after the Generalized Biffing? (Not sure)

    Also, there is a compatibility problem with Generalized Biffing, Infinity Animations, and weidu v249. What you need to do: before installing Generalized Biffing, you need to remove all setup-modname.exes and weidu.exe from the game folder, and install Generalized Biffing with a setup-x.exe that is weidu v246.

    Hi Jastey, can you expand on this? I usually use both.

  3. 1 hour ago, paladin84 said:

    I am not sure it is the right forum, so move the post where it should be, please.

    I would like to present a new mod "Neverwinter Night for Baldur's Gate" (with the permission of its author, of cause): https://github.com/abalabokhin/NWNForBG/releases/tag/0.92.

    Your link gives out an error because of the dot at the end. Might want to remove it just in case someone doesn't figure it out.

  4. On 10/15/2023 at 4:17 PM, 4udr4n said:

    Item pack looks great but does not state EE or EET compatibility, Klatu works well and is compatible.

    Hi! I got your PM but will reply here so it's more visible, as it's the thing I'm asked the most. Item Pack was already technically compatible with the EEs but the item descriptions were botched. I just uploaded a new version that should take care of this problem and make it fully compatible. Update topic here at G3 should follow shortly when approved by a moderator.

  5. Item Pack updates to v2.0. New changes are as follow:

    - Added Cam's code for item descriptions. Item Pack *SHOULD* now be fully compatible with both BGEE and BG2EE.
    - Added extra conditions to prevent some components from being installed in the wrong game.

    You can download the mod here (or here).

  6. 8 hours ago, polytope said:

    There was a mod by Miloch which did something like this, but it was on SHS, also @Daulmakan I think made something similar.

    Yep. 😀

    This is the specific component from Item Pack:

    Quote

    4. Convenient Free Action Items

    This will change the Flail of Ages, Ixil's Spike, and the Ring of Free Action so that they no longer prevent the wielder from being hasted (they will still provide protection against hold, slow, and other similar effects).

    If installed on Tutu, the Ring of Free Action will be affected in the BG1 portion of the game too.

    If @RaaDeeK wants to try it out, link for the mod is in my sig.

  7. Um, hello? Is this thing on? 

    On August 13th 2023, Item Pack became 14 years old! To commemorate the joyous occasion I have decided to include a new component dedicated to Planescape:Torment, my favorite game of all time. This update also serves to provide alternate download mirrors for the mod due to SHS's shortage.

    New changes are as follow:

    - Added a new Planescape:Torment component.
    - Added a new BAM for the Sling of Everard to the More Distinguishable Items component.
    - Added extra tokens for the slot machine in Spellhold to the Extra Items component.
    - Added an option to upgrade the Silver Sword to the Tweaked Items component.
    - Added the Shakti Figurine to the Tweaked Items component.
    - Changed some of the items' usabilities, which should be more dual-kitted friendly now.
    - Changed the location of the Bracers of Icelandic Pearl.
    - Changed Ulcaster's Academy Ring, now it no longers replaces the Vampiric Sword to avoid conflict with other mods.
    - Fixed an issue with Malla's Soul Stone protecting from Cure Disease instead of the Diseased state.
    - Fixed an issue with Club of Detonation's and Harbinger's party-friendly Fireball, which summoned the Cowled Wizards if the magic license wasn't paid.
    - Fixed an issue with Holy Chaos! Decks's charges being incorrectly set.
    - Updated WeiDU version to v249.
    - Changed ReadMe format.

     

    You can download the mod here and here, or from the attachment in this post.

    Item_Pack_v1.9.rar

  8. I think the main reason to choose Tutu over Trilogy is if you prefer separate installs/different sets of mods, thus reducing the need to reinstall/modify after each playthorugh, especially if you play noticeable more one content than the other (ie. BG1 vs. BG2). 

  9. 10 hours ago, Acifer said:

    Thank you! I have imported the animations from NWN using 3dsMax. Since it was a long time ago, I would have to search where I saved the corresponding files, then I could create a related tutorial.

    Thanks! The area graphics are not taken from a game.
    I created them on my own in a 3D program.

    Even more impressive! 

     

    @CamDawgMaybe add this thread to the Modding How-Tos and Tutorials list?

  10. 2 hours ago, Acifer said:

    A good way to add water overlays in new area graphics

    Areas that contain water look beautiful, but are among the most difficult graphics to create for the Infinity Engine. Animated water is generated in the Infinity Engine using overlays. The process to add overlays is very time-consuming, giving mixed results.

    There were two ways to create these overlays:

    1. paint overlays in IETME

    2. create them in DLTCEP using polygons.

    Both procedures are not quite ideal. It takes an incredibly long time and the results are suboptimal. I create my water overlays using a third method, which I would like to introduce here. So if anyone is using 3D renderings or Photoshop to create new area graphics that contain water, I hope I can share a quick and perfect-looking approach with you.

     

    What you need

    • NearInfinity
    • DLTCEP
    • IETME (Infinity Engine Tileset Map Editor)
    • A graphics editor of your choice (like Photoshop or Gimp)
    • Your 3D Rendering suite

     

    Step 1 - use object masks

    1873609626_Area01-mediumsize.thumb.jpg.eb87d48c5a7fbd95015c5e4d71426f49.jpg

    This is an area I created for my Skyfire modification that contains a hell lot of water. It's Lost Ahjuutal, a city that is slowly sinking into the Spider Swamp. Preparing all the mangrove leaves for the water overlays using the old methods would be nearly impossible and an absolute nightmare.

    However, every 3d-rendering-suite and every graphics editor has the possibility to create object masks. In this case, I selected the objects representing water and rendered a black and white mask:

    1682187099_objectmask.thumb.jpg.93d4d7bba167978981f5b4edc12e8ec9.jpg

    Step 2 - floodfill the water

    Using Photoshop, cut out all graphics in the area that do contain water using your object mask.

    957388415_cut-out01.jpg.b6db4c38afe150380cad01bc062861db.jpg

    Place another layer under the cut-out area graphic and fill it with a uniform colour. I chose the RGB colour 255.0.0 (pure red).

    771807435_water-red.jpg.0510360c0ee824b37104d929cb77fb1c.jpg

     

    Step 3 - create your tis-file

    Save this area graphic and create a tis file with it.

    Open DLTCEP, load the area you want to edit and create an overlay. Create a small polygon in DLTCEP for this overlay and save the area.

    How to do this is described here: http://www.simpilot.net/~sc/dltcep/index.htm

     

    Step 4 - add the water tilesets

    Open IETME, select the overlay and select "Add/Delete Tiles". Now you have to select every tile that contains the red colour. Save the area using IETME and make sure you also save the Tis-file.

    1418543935_IETME-Overlay01.thumb.jpg.faa110b32620060c266686911d1939f1.jpg

     

    Step 5 - export the tileset

    Open the tis-file in NI, it should look like this:

    1643143673_redwatertis.thumb.jpg.14bd40c3279f3a6b57f3f53e9d8ff874.jpg

    As you can see, IETME has attached all tiles that contain water to the bottom of the tileset.

    Export this tis-file as png.

     

    Step 6 - remove the floodfilled water

    Open your exported tis-file in Photoshop. Place the original area graphic containing water in the upper part in a new layer.

    194477048_overlaymask01.thumb.jpg.4fbc2af497cd1216aaa74a68f16a963c.jpg

    Select the red colour using a colour mask and delete it from the png image.

    4401560_overlaymask02.thumb.jpg.b43973a6ea21a3d099de3c5fb64ece68.jpg

    Save the file as a png.

     

    Step 7 - convert your final tis-file

    In NI, go to "tools -> convert -> image to tis", select the png you just created and save it as a tis file under the original tis name. If you take a look at your area ingame you will see perfectly matched water without any annoying edges:

    712676708_Overlay-finished-01.thumb.jpg.f97f5bf5949970f1d2573d61ff22eb54.jpg

    1204107913_Overlay-finished-02.thumb.jpg.3dffe56af5e64ab0756b5fbcb56c25c0.jpg

    Colour me very impressed. 🤩

    From which game you used the resources to create that map?

  11. 8 hours ago, Guest Morgoth said:

    By the way, Daulmakan, are you planning to release a EE version of your item pack anytime soon  ?

    Not unless the converting process has become a lot more trivial than the last time I checked, no.

    Anyway, I was under the impression that it could be installed regardless if you used an updated weidu version? (Item descriptions issues notwithstanding)

     

  12. I'm generally of the mind that political correctness needs to die in a fire. That being said, using "holocaust" for a spell that has nothing to do with neither a fire nor an offering and instead refers to a cloud of poison gas... well, seems you're going out of your way to be crass just because.

  13. 8 hours ago, Salk said:

    Well, I noticed that the container added by the EE has the "EE: Don't clear" (6) flag, which I cannot obviously set for the classic game.

    Does anyone know what happens if I proceed without it?

    I found an example in the WeiDu documenation about how to add a container to an .ARE file but I am a bit confused by some of the required parameters:

    INT_VAR fj_loc_x to the X coordinate

    INT_VAR fj_loc_y to the Y coordinate

    INT_VAR fj_trap_loc_x to the trap launch X coordinate

    INT_VAR fj_trap_loc_y to the trap launch Y coordinate

    What's the difference betwee the first set of X, Y coordinates and the second one?

    Thanks!

    You can just use a macro to add your item to a container:

    COPY_EXISTING ~ARXXXX.are~   ~override~
      PATCH_IF SOURCE_SIZE > 0x28f BEGIN
        LAUNCH_PATCH_FUNCTION ADD_AREA_ITEM
          INT_VAR container_to_add_to = 1 // LOOK FOR THIS NUMBER IN INFINITY EXPLORER or NEAR INFINITY
          STR_VAR item_to_add = ITEM      // Your item name without the .itm extension, so it needs to exist already in the game or in override before doing this
        END
      END
    BUT_ONLY

     

  14. 13 hours ago, Salk said:

    @Daulmakan,

    thanks for the advice. If I cannot find a way to go for the best solution (see above), then I guess I could follow your advice but the item is not magical. The current flags are: droppable (2), displayable (3) and not copyable (5).

    I want to make it a plot item so that it wouldn't disappear if spawned but at the same time, for narrative reasons, it cannot be made unsellable. So perhaps there is no possibility this way. 

    Try this one, then:

    COPY_EXISTING ~ITEM.itm~ ~override~
     WRITE_SHORT 0x18 45
    BUT_ONLY

    Is it a vanilla item or not?

  15. 38 minutes ago, Salk said:

    Do you happen to know how to enable the plot item flag via WeiDU?

    Assuming you want the item in question to be movable, displayable in shop, magical and NON 2-handed, I think this could work:

    COPY_EXISTING ~ITEM.itm~ ~override~
     WRITE_SHORT 0x18 109
    BUT_ONLY

    I'm assuming it's an existing item because you want to modify it via WEIDU and not merely by dropping it into override after editing it in DLTCEP (which would be much simpler).

    If not, you'll have to use COPY instead and point to the directory's location.

     

    Quote

    But if I could edit the item into the area file then that'd be great. But I'd need to create a container for it, if I am not mistaken?

    You could use an already existing container and add the item to it (you can find an example in my mod). For creating new containers, try looking one of Lava's mods, I believe he usually does this.

  16. I think it's a mix of things, really. Even today's VERY VERY few good games won't give you the satisfaction that the classics you played when you were younger did, because that was a carefreer (sp?) time. Then, as Morgoth said, games became too succesful (as in, reached a truly massive audience), and thus are subject to the same generic palette that every genre of entertainment these days is subject to (you could've perfectly made a thread on why nowadays movies/music sucks and it would be the exact same thing). Finally, there's a generational divide between content makers of the past and current ones. Way back, most good games had issues and stuff they wanted to say, now you can be done with that in a second in the social network of your choice, why go through the trouble to make a compelling game around it? Also, the same way most entertainment content gets amalgamated, so are its creators, AKA the people in charge of making games. Not only they won't make innovative, provoking games as the classics were, but they couldn't even if they wanted to, because they have no notable life experiences to draw from, practically all of them having grown on the same rehashed, standarized content. And older HoFers devs aren't the solution either, they're at a point in their lives that they're either jaded or much too busy with other things to deal with making a videogame (assuming they still have something meaningful to say, which isn't likely).

    To not end on such a sour note, good news is that the amount of good games is still staggering, so you can always replay those regardless if today's products are mostly crap. And every once in a while, stars will align and something new and pretty decent will come along.

     

×
×
  • Create New...