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Sam.

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Posts posted by Sam.

  1. 7 hours ago, paladin84 said:

    Oh, good to know. I will try to do it then.

    I started playing around with it tonight.  I can mostly automate the combining process with PS BAM.  The VVCs will need to be edited to use only the first of the two BAMs (I've kept the offsets in that BAM the same).  First one attached.  However, the 1st and last frames end up in the same position but aren't the same graphically.  Should I remove one or the other?  After your answer I'll finish combining them tomorrow.

    ion1.bam

  2. 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.

  3. On 4/19/2024 at 4:59 AM, argent77 said:

    Btw, next release of Near Infinity provides a greatly improved TIS conversion feature that takes care of visual artifacts on PVRZ-based tilesets, handles overlay conversions between oBG2 and EE engine, and more. (Select "Export... > as PVRZ/palette-based TIS" from an opened TIS resource to test this feature.)

    A preview version can already be tested from the Nightly Releases: https://github.com/Argent77/NearInfinity/releases/tag/nightly

      Reveal hidden contents

    tis_convert_settings.thumb.jpg.b64e9546ddae6cbbf8f81ff32b8f09db.jpg

     

    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.

  4. 12 minutes ago, argent77 said:

    [BG1] The animated crystal in the High Hedge interior map has a darker shade and visual artifacts

    The darker shade is an oBG1 issue that is also present in BGEE. The visual artifacts are caused by the way how animated or secondary tiles are rendered in the game.

      Reveal hidden contents

    Baldr028a.thumb.jpg.302163bb8fea7f04c372aabcbf55387e.jpg

    The shade effect is even more noticeable in the game where the crystal is animated.

     

    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.

  5. 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.]

  6. 16 hours ago, Weigo said:

    To rework it with the function suggested by @Sam., we need a new matching colour for the palette. However, there is still a problem with the function, it is for 4bit colour palette bitmaps and the lightmaps are 8bit.

    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. 1 hour ago, Yovaneth said:

    It looks like a night lightmap problem. I can reproduce it in lots of different places - in the Thieves Guild I can even make charname turn purple by pushing him/her into one particular corner. If that is the case, IMO the best course of action is to request reports of the problem and the area that the party is in. A screenshot would also be a great help. Checking every part of every LN lightmap just isn't feasible.

    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. 6 hours ago, skellytz said:
    8 hours ago, ktchong said:

    Spellhold Studios were supposed to send a validation email for my account registration. I never received the email even after I had repeatedly requested the forums to resend it. (I checked my SPAM folder; nothing.)

    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. 5 hours ago, argent77 said:

    You're right, there is already an animation fix (#1, #2). But it looks like the commit lacks the code for applying the fix to PST:EE.

    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:

    Spoiler
    A0508BL[2-4]
    A0508TR[1-2]
    A1201G1[LR]
    A1201G2[LR]
    A1201G3[LR]
    A1202GB[1-4]
    A13WZC2[AB]
    A13WZC[AB]

    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. On 11/2/2023 at 9:03 PM, CoM_Solaufein said:

    Of all of those tools wish someone could update or do another Area Editor. Always liked the functionality of that.

    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.

  11. On 9/21/2023 at 2:16 AM, Overfiend1981 said:

    Hi All,

    Does any kind sould perhaps has a copy for the Vampire World for EET in the absense of SHS?

       Vampire World: The Mod itself (Vampire_world_mod_v.0.55_EET.zip)
     

    v054 is the latest I have.

     

    Edit:  Is there anything else I've missed that people are looking for but unable to find elsewhere?

  12. 51 minutes ago, Bartimaeus said:

    Has there been any talk of migrating projects elsewhere? No way to recover all the invaluable discussion that was lost, of course, but closing in on six months of no communication would seem to portend a rather grim outcome. Though I thought a similar situation recently with another site of mine that had been missing its lead for over six months before then going down for an entire month and a half with almost no communication basically meant the end of that site too, but I was proven wrong.

    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.

  13. 8 minutes ago, szef said:

    I'am trying (it's already done ;)) to convert PNGs into compressed BAMs.  PNGs are in 'Nowy folder', and BAMs converting into 'compressed'.

    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.

  14. @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

    1 hour ago, szef said:
    "E:\Media\Gry\PS-BAM\Nowy folder\*.png"

    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"

     

  15. 7 minutes ago, Axatax said:

    Do you know the exact filename of the downloadable archive/file?

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