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Sam.

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Everything posted by Sam.

  1. And @argent77 once again swoops in with the solution to all our problems. In this case an automated solution that eliminates the dark lines around overlay tiles when converting from palette-based tilesets to PVR(Z)-based tilesets. His method is different than mine, but objectively his approach is superior. And he released it before I could finish writing my own tool to do this, so I bow to the master.
  2. 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.
  3. My attempt at a fix can be found here. I don't think it's so much an engine rendering issue as it is a graphical error built into the original tileset. I also don't think this is the only example, indicating a flaw in the original development process. I added two functions (ps_tileset_adjust_brightness and ps_tileset_adjust_brightness_scale) to my tileset manipulating WeiDU function library PS_Tileset for just this.
  4. So let me get this right: a Sahuagin Scout who has eaten no less than four local fishermen and who is part of the vanguard of an evil army intent on invading the Sword Coast if not Baldur's Gate itself has been captured, and you want to give it a glass or bucket or barrel of water and send it on it's merry way? Okay, that's fine and quite empathetic of you, but I feel like such a course of action would have some repercussions down the road. [Note that I don't actually recall the backstory of this particular Sahuagin, but I feel the above scenario likely holds.]
  5. WeiDU Highlighter for Notepad++ VScode support for WeiDU syntaxes
  6. I remembered the search map, height map, and light map all being 4-bit. I remembered incorrectly: only the search and height maps were 4-bit. The light maps are 8-bit paletted, or (at least in the EEs) sometimes 24-bit. For the 8-bit ones, I could make a function similar to ps_tileset_replace_palette_entry but for bitmaps instead of tilesets. Handling 24-bit bitmaps isn't any more effort than adjusting the function to work on 8-bit BMPs. Of course, all this hinges on the colors being used in the light maps being the root of the issue, and even if it is you'd still need to know the colors causing issues and the colors you'd like to remap them to. Not so hard for 16-color (4-bit) palettes; much harder for 256-color (8-bit) palettes, unless Yovaneth used a standard set?; back to the drawing board for 16M colors (24-bit).
  7. This function (ps_bitmap_swap_pixel) can be used to swap the lightmap pixel codes from the offending value to another one using WeiDU, rather than searching thru each area manually.
  8. The server owner is aware of the issues. We're sorry for the inconvenience. I'm sure @Sam. will sort out your account validation when he's available. You should be good to go.
  9. I fixed all of the split animations @Galactygon and I could find in BGEE/SoD/BG2EE/PSTEE, except for AM3017[A-D] and AM6200[A-D]. Those are the Machine of Lum the Mad (which I don't think should be combined) and Melissan replenish (I don't understand the mechanisms of how/when these are played). From PSTEE I believe I did: It's always possible I've missed some, in which case if you get me a list I'll be happy to do them. Edit: I reread the last post for a third time and realized you may be saying the corrected animations for PSTEE have been committed but just aren't installed for that game yet, in which case nvm.
  10. @Weigo I'm trying to test something out and I need an area (WED and palette-based tileset) that has at least one tileset animation (like a fireplace or the crystal in High Hedge), at least one door, and at least one overlay (water, lava, etc.). Do you know of any?
  11. Email system at SHS is currently down. I manually approved you.
  12. That can be blocked with a uBlock Origin filter: www.gibberlings3.net##p[data-role="streamOverview"].ipsType_normal.ipsType_reset > span
  13. I can't imagine why the trap was removed/disabled. Unless a valid reason is brought forth, I vote it stays.
  14. Agreed. It has been a while since I've done any area creation, but I always felt DLTCEP and IETME left a bit to be desired. Have you checked out Argent77's Near Infinity Area Viewer? I find it very useful. Seems at least halfway there to a full fledged editor.
  15. v054 is the latest I have. Edit: Is there anything else I've missed that people are looking for but unable to find elsewhere?
  16. Unfortunately this isn't exactly the first extended downtime, or the second, or the third, tho admittedly I haven't tried to keep track of which one has lasted the longest. I wouldn't giving up just yet. A decent number of mods have been added to the official SpellholdStudios github organization, and a large portion of historic public discussions and some downloads have been archived on the Wayback Machine / Internet Archive (if you know where to look). Additionally, I have backed up some 80 GB of mod files and images/attachments on a local drive, tho many are not the latest version. As far as full forum backups, probably only K'aeloree would have access to those, and after returning from the last downtime we lost more than a month of posts/updates. This time could be better or worse. Unless K'aeloree outright says he's done with SHS and he's sending the backups to the shredder, I've no interest in cobbling together a mass migration of content from scattered sources in the coming months.
  17. Then I'd suggest this: "PS BAM_x64.exe" --Save "BAM" --CompressionProfile "Recommended" --LogFile "E:\Media\Gry\PS-BAM\Log.txt" --OutPath "E:\Media\Gry\PS-BAM\Nowy folder\compressed" "E:\Media\Gry\PS-BAM\Nowy folder\*.png" However, unless you want each PNG to be converted into a separate BAM, "*.png" isn't going to do what you want. You need to point PS BAM to the 1st frame of each BAM, and the images should be named so that PS BAM can detect which PNGs belong to the same BAM and know which sequence to put them in. To give further advice I'll need more info.
  18. @szef Are you trying to convert PNGs into compressed BAMs or are you trying to further compress existing BAMs? Edit: What I'm confused by is what stuck in there is supposed to be doing. If you're trying to further compress existing BAMs, I'd suggest something like the following: "PS BAM_x64.exe" --Save "BAM" --CompressionProfile "Recommended" --LogFile "E:\Media\Gry\PS-BAM\Log.txt" --OutPath "E:\Media\Gry\PS-BAM compressed" "E:\Media\Gry\PS-BAM to compress\*.bam"
  19. I'm not in a position to check the scripts at the moment, but how about the BG1 zombie farm? I've had the farmer not acknowledge that I had killed all the zombies, but maybe not in the EEs...
  20. BG1varFIX.exe Here's the version I have.
  21. Do you know the exact filename of the downloadable archive/file?
  22. If an item is flagged as unstealable, it has been flagged so for either plot reasons, or game mechanic reasons (and is also usually undroppable). In neither case can it be pickpocketed. Personally, I'm a fan of differentiating between the target having no items that can be stolen regardless of your level, and the target having items that can be stolen but only at higher level. Not that my opinion counts for much... more of a wish list on the engine side to open it up for modding.
  23. I modified my code a bit to give additional feedback (but haven't commit it) and ran it on oBG1, then wrote a script to total up the count of colors in individual tiles that got changed. Here's the results: It does miss some tiles, as evidenced by the first area (AR0002), and I wouldn't be surprised if there were a few false positives, but this gives you an idea of the scope... The issue persists in the EEs, but isn't directly accessible there.
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