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Sam.

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Posts posted by Sam.

  1. 14 hours ago, CamDawg said:

    The target has a ring that can be pickpocketed, but it's flagged unstealable

    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.

  2. 3 hours ago, Galactygon said:

    @Weigo

    In many of the BG1 (interior) areas there's a bug where closed door tiles are of a slightly different color than the surrounding tiles. You can see examples of this bug in the first basement of Durlag's Tower but it's quite widespread especially among secret doors. Do you know about this bug? Tagging  @Sam. as well since we had an ongoing DM about this.

    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:

    Spoiler

    [RGBA(12,10,12,0)] => 3660
    [RGBA(12,10,4,0)] => 1
    [RGBA(12,14,12,0)] => 11
    [RGBA(12,2,4,0)] => 1
    [RGBA(20,10,4,0)] => 1
    [RGBA(20,14,12,0)] => 2
    [RGBA(20,18,20,0)] => 2
    [RGBA(20,2,4,0)] => 1
    [RGBA(20,26,36,0)] => 2
    [RGBA(28,10,12,0)] => 1
    [RGBA(36,10,12,0)] => 2
    [RGBA(4,10,4,0)] => 1
    [RGBA(4,2,4,0)] => 60004
    [RGBA(4,3,4,0)] => 14
    [RGBA(4,6,4,0)] => 1098
    [RGBA(41,33,28,0)] => 1
    [RGBA(44,10,16,0)] => 2
    [RGBA(5,2,4,0)] => 9
    [RGBA(5,3,4,0)] => 8
    [RGBA(5,3,5,0)] => 1
    [RGBA(5,4,4,0)] => 1
    [RGBA(52,38,20,0)] => 1
    [RGBA(6,2,4,0)] => 6
    [RGBA(6,3,4,0)] => 9
    [RGBA(7,2,4,0)] => 2
    [RGBA(7,3,4,0)] => 2
    [RGBA(8,2,4,0)] => 2
    [RGBA(9,4,4,0)] => 1

    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.

  3. 1 hour ago, Thacobell said:

    At some point, the line "target has no items" when pickpocketing was removed. Nowthe line that used to only play when your skills were too low plays in the same situation, "target has no items that can be stolen by a cutpurse of your skill" (paraphrasing). Really hurts the clarity of the message.

    Offhand my guess is it might have changed as a result of the pickpocketable slots being soft-coded.

  4. 33 minutes ago, Morgoth said:

    I'm playing with ~BGEECLASSICMOVIES/BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v2.3.0

    Don't think this belongs here, but "add missing movies" does exactly what it sounds like.  I.e. it doesn't replace existing (new) movies with the originals, only adds the missing ones...

  5. 13 hours ago, Morgoth said:

    I would like to do the same for the dragon animations contained here: 

    Would you kindly suggest me how to do that? Is there any way I could actually copy the same work you've already done on EE fixpack straight to the .bam?
     

    These posts should probably go here, and I used my PS BAM tool to do those.  I broke the task up into 4 separate batch scripts (placed in the same directory as all the BAM files for the dragon animation) and ran them simultaneously to take advantage of my quad core CPU.  I'll post these 4 BAT files verbatim, so you'll need to modify them to point to where you extracted PS BAM_x64.exe (instead of the uncompiled AHK version), and modify the BAM filenames and paths as necessary.  As an example, these are for MDR3.  Run the 1st one until the first pause, hit enter to continue it, and then you can start the other 3.
     

    Spoiler

    !Compress_MDR3_01.bat

    "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" ^
    --DebugLevelL 1 ^
    --DebugLevelP 2 ^
    --DebugLevelS 1 ^
    --Save "BAM" ^
    --OrderOfOperations "C" ^
    --DropDuplicatePaletteEntries 1 ^
    --DropUnusedPaletteEntries 1 ^
    --SearchTransColor 1 ^
    --ForceTransColor 1 ^
    --AllowShortPalette 1 ^
    --ExtraTrimBuffer 0 ^
    --ExtraTrimDepth 0 ^
    --ReduceFrameRowLT 10000 ^
    --DropDuplicateFrameData 1 ^
    --DropUnusedFrameData 1 ^
    --DropDuplicateFrameEntries 1 ^
    --DropUnusedFrameEntries 1 ^
    --AdvancedFLTCompression 1 ^
    --FLTSanityCutoff 5040 ^
    --AdvancedZlibCompress 2 ^
    --zopfliIterations 10000 ^
    --LogFile "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\Log_mdr3.txt" ^
    --OutPath "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\compressed" ^
    "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr3*.bam"
    
    Pause
    
    "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" ^
    --DebugLevelL 1 ^
    --DebugLevelP 2 ^
    --DebugLevelS 1 ^
    --Save "BAM" ^
    --ExportPalette "" ^
    --ExportFrames "" ^
    --ExportFramesAsSequences 0 ^
    --OrderOfOperations "PCE" ^
    --SingleGIF 0 ^
    --ReplacePalette "" ^
    --ReplacePaletteMethod "Remap" ^
    --CompressionProfile "" ^
    --FixPaletteColorErrors 1 ^
    --AutodetectPalettedBAM 1 ^
    --AutodetectPalettedThreshold 500 ^
    --DropDuplicatePaletteEntries 1 ^
    --DropUnusedPaletteEntries 1 ^
    --SearchTransColor 1 ^
    --ForceTransColor 1 ^
    --ForceShadowColor 1 ^
    --AlphaCutoff 20 ^
    --AllowShortPalette 1 ^
    --TrimFrameData 1 ^
    --ExtraTrimBuffer 2 ^
    --ExtraTrimDepth 3 ^
    --ReduceFrameRowLT 1 ^
    --ReduceFrameColumnLT 1 ^
    --ReduceFramePixelLT 1 ^
    --DropDuplicateFrameData 1 ^
    --DropUnusedFrameData 1 ^
    --IntelligentRLE 1 ^
    --MaxRLERun 255 ^
    --FindBestRLEIndex 0 ^
    --DropDuplicateFrameEntries 1 ^
    --DropUnusedFrameEntries 1 ^
    --AdvancedFLTCompression 1 ^
    --FLTSanityCutoff 5040 ^
    --DropEmptyCycleEntries 0 ^
    --AdvancedZlibCompress 2 ^
    --zopfliIterations 5000 ^
    --BAMProfile "" ^
    --Unify 0 ^
    --Fill "" ^
    --Montage "3x3SplitCreAnim" ^
    --ModXOffset 0 ^
    --ModYOffset 0 ^
    --SetXOffset "" ^
    --SetYOffset "" ^
    --ItemIcon2EE 0 ^
    --Flip 0 ^
    --Flop 0 ^
    --Rotate 0 ^
    --LogFile "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\Log_mdr3_01.txt" ^
    --OutPath "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\compressed" ^
    "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31100.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31101.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31102.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31103.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31104.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31105.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31106.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31107.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr31108.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32100.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32101.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32102.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32103.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32104.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32105.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32106.bam"
    
    Pause
    Exit

     

    !Compress_MDR3_02.bat

    "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" ^
    --DebugLevelL 1 ^
    --DebugLevelP 2 ^
    --DebugLevelS 1 ^
    --Save "BAM" ^
    --ExportPalette "" ^
    --ExportFrames "" ^
    --ExportFramesAsSequences 0 ^
    --OrderOfOperations "PCE" ^
    --SingleGIF 0 ^
    --ReplacePalette "" ^
    --ReplacePaletteMethod "Remap" ^
    --CompressionProfile "" ^
    --FixPaletteColorErrors 1 ^
    --AutodetectPalettedBAM 1 ^
    --AutodetectPalettedThreshold 500 ^
    --DropDuplicatePaletteEntries 1 ^
    --DropUnusedPaletteEntries 1 ^
    --SearchTransColor 1 ^
    --ForceTransColor 1 ^
    --ForceShadowColor 1 ^
    --AlphaCutoff 20 ^
    --AllowShortPalette 1 ^
    --TrimFrameData 1 ^
    --ExtraTrimBuffer 2 ^
    --ExtraTrimDepth 3 ^
    --ReduceFrameRowLT 1 ^
    --ReduceFrameColumnLT 1 ^
    --ReduceFramePixelLT 1 ^
    --DropDuplicateFrameData 1 ^
    --DropUnusedFrameData 1 ^
    --IntelligentRLE 1 ^
    --MaxRLERun 255 ^
    --FindBestRLEIndex 0 ^
    --DropDuplicateFrameEntries 1 ^
    --DropUnusedFrameEntries 1 ^
    --AdvancedFLTCompression 1 ^
    --FLTSanityCutoff 5040 ^
    --DropEmptyCycleEntries 0 ^
    --AdvancedZlibCompress 2 ^
    --zopfliIterations 5000 ^
    --BAMProfile "" ^
    --Unify 0 ^
    --Fill "" ^
    --Montage "3x3SplitCreAnim" ^
    --ModXOffset 0 ^
    --ModYOffset 0 ^
    --SetXOffset "" ^
    --SetYOffset "" ^
    --ItemIcon2EE 0 ^
    --Flip 0 ^
    --Flop 0 ^
    --Rotate 0 ^
    --LogFile "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\Log_mdr3_02.txt" ^
    --OutPath "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\compressed" ^
    "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32107.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr32108.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33100.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33101.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33102.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33103.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33104.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33105.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33106.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33107.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr33108.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34100.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34101.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34102.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34103.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34104.bam"
    
    Pause
    Exit

     

    !Compress_MDR3_03.bat

    "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" ^
    --DebugLevelL 1 ^
    --DebugLevelP 2 ^
    --DebugLevelS 1 ^
    --Save "BAM" ^
    --ExportPalette "" ^
    --ExportFrames "" ^
    --ExportFramesAsSequences 0 ^
    --OrderOfOperations "PCE" ^
    --SingleGIF 0 ^
    --ReplacePalette "" ^
    --ReplacePaletteMethod "Remap" ^
    --CompressionProfile "" ^
    --FixPaletteColorErrors 1 ^
    --AutodetectPalettedBAM 1 ^
    --AutodetectPalettedThreshold 500 ^
    --DropDuplicatePaletteEntries 1 ^
    --DropUnusedPaletteEntries 1 ^
    --SearchTransColor 1 ^
    --ForceTransColor 1 ^
    --ForceShadowColor 1 ^
    --AlphaCutoff 20 ^
    --AllowShortPalette 1 ^
    --TrimFrameData 1 ^
    --ExtraTrimBuffer 2 ^
    --ExtraTrimDepth 3 ^
    --ReduceFrameRowLT 1 ^
    --ReduceFrameColumnLT 1 ^
    --ReduceFramePixelLT 1 ^
    --DropDuplicateFrameData 1 ^
    --DropUnusedFrameData 1 ^
    --IntelligentRLE 1 ^
    --MaxRLERun 255 ^
    --FindBestRLEIndex 0 ^
    --DropDuplicateFrameEntries 1 ^
    --DropUnusedFrameEntries 1 ^
    --AdvancedFLTCompression 1 ^
    --FLTSanityCutoff 5040 ^
    --DropEmptyCycleEntries 0 ^
    --AdvancedZlibCompress 2 ^
    --zopfliIterations 5000 ^
    --BAMProfile "" ^
    --Unify 0 ^
    --Fill "" ^
    --Montage "3x3SplitCreAnim" ^
    --ModXOffset 0 ^
    --ModYOffset 0 ^
    --SetXOffset "" ^
    --SetYOffset "" ^
    --ItemIcon2EE 0 ^
    --Flip 0 ^
    --Flop 0 ^
    --Rotate 0 ^
    --LogFile "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\Log_mdr3_03.txt" ^
    --OutPath "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\compressed" ^
    "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34105.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34106.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34107.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34108.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34110.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34111.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34112.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34113.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34114.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34115.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34116.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34117.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34118.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34120.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34121.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34122.bam"
    
    Pause
    Exit

     

    !Compress_MDR3_04.bat

    "D:\AutoHotkey Scripts\PS BAM\PS BAM.ahk" ^
    --DebugLevelL 1 ^
    --DebugLevelP 2 ^
    --DebugLevelS 1 ^
    --Save "BAM" ^
    --ExportPalette "" ^
    --ExportFrames "" ^
    --ExportFramesAsSequences 0 ^
    --OrderOfOperations "PCE" ^
    --SingleGIF 0 ^
    --ReplacePalette "" ^
    --ReplacePaletteMethod "Remap" ^
    --CompressionProfile "" ^
    --FixPaletteColorErrors 1 ^
    --AutodetectPalettedBAM 1 ^
    --AutodetectPalettedThreshold 500 ^
    --DropDuplicatePaletteEntries 1 ^
    --DropUnusedPaletteEntries 1 ^
    --SearchTransColor 1 ^
    --ForceTransColor 1 ^
    --ForceShadowColor 1 ^
    --AlphaCutoff 20 ^
    --AllowShortPalette 1 ^
    --TrimFrameData 1 ^
    --ExtraTrimBuffer 2 ^
    --ExtraTrimDepth 3 ^
    --ReduceFrameRowLT 1 ^
    --ReduceFrameColumnLT 1 ^
    --ReduceFramePixelLT 1 ^
    --DropDuplicateFrameData 1 ^
    --DropUnusedFrameData 1 ^
    --IntelligentRLE 1 ^
    --MaxRLERun 255 ^
    --FindBestRLEIndex 0 ^
    --DropDuplicateFrameEntries 1 ^
    --DropUnusedFrameEntries 1 ^
    --AdvancedFLTCompression 1 ^
    --FLTSanityCutoff 5040 ^
    --DropEmptyCycleEntries 0 ^
    --AdvancedZlibCompress 2 ^
    --zopfliIterations 5000 ^
    --BAMProfile "" ^
    --Unify 0 ^
    --Fill "" ^
    --Montage "3x3SplitCreAnim" ^
    --ModXOffset 0 ^
    --ModYOffset 0 ^
    --SetXOffset "" ^
    --SetYOffset "" ^
    --ItemIcon2EE 0 ^
    --Flip 0 ^
    --Flop 0 ^
    --Rotate 0 ^
    --LogFile "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\Log_mdr3_04.txt" ^
    --OutPath "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\compressed" ^
    "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34123.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34124.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34125.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34126.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34127.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr34128.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35110.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35111.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35112.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35113.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35114.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35115.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35116.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35117.bam" "D:\AutoHotkey Scripts\Unsplit IE Animations\mdr3\mdr35118.bam"
    
    Pause
    Exit


    Let me know if you have questions.

  6. Maybe it would be best if I go into a bit of detail about the root cause of these issues, and the general methodology of what eliminating them entails.  The Infinity Engine breaks area graphics down into individual 64x64 pixel blocks known as “tiles”.  In the EEs, these tiles are stored in PVR(Z) files.  PVRZ files are Z-Lib compressed versions of the PowerVR container file format (PVR).  This file format supports a large number of texture compression algorithms, but the EEs use the Block Compression (BC) aka DXT family of LOSSY texture compression algorithms.  A side effect of the nature of these compression algorithms is that the color of a pixel will “bleed” into the pixels that surround it.  This is the root cause of the graphical artifacts that are the topic at hand.  Beamdog’s particular variant of the PVR file format seems to be limited to 1024x1024 pixels (16x16 tiles).  The most space efficient way to pack tiles into a PVR(Z) file is to add them sequentially until the space is filled, and then start a new PVRZ file.  Several of the modding tools available for building PVRZ-based tilesets do exactly this, but because of the color-bleeding nature of the underlying compression algorithms, this will trash your area graphic.  Instead, you should only build the PVRZ files from contiguous blocks of adjacent tiles.  To put it another way, you must only add tiles to the PVRZ file that are surrounded by the tiles that will surround them in the actual area graphic.

    This sounds easy enough, but the devil is in the details.  For the base area graphic, this is straightforward if you use the proper tool.  Use Near Infinity’s Tools->Convert->Image to TIS and select the PVRZ-Based variant for the tileset.  This is the only modding tool for building PVRZ-based tilesets that I have found that stores tiles as contiguous blocks in the PVRZ files.  But that is just for the base graphic.  The problem tiles come in three flavors:  true overlays (like water or lava), doors, and tileset animations (like many fireplaces or the crystal in High Hedge).  These require special handling.  Specifically, you can’t just leave them added sequentially to the end of your area graphic, you have to surround each tile with the tiles that will surround it when placed inline in your area in order to ensure no stray colors bleed into your overlay/door/animation tiles.  See my example for High Hedge in the archive above for a demonstration.

    It is EXTREMELY important to note that once a tileset has been packed improperly and stray colors have bled into your overlay tiles, the damage has already been done.  You can’t simply rearrange them after the fact and expect the graphical artifacts to go away!!!  You must either go back and start with the original palette-based tileset or you must spend a vast amount of time touching up the graphics by hand.  Edit2:  Or better yet, when the true original is available (like for custom mod areas), go back to that as palette-based tilesets are also lossy, tho in a different way.

    Now for the hard part.  True overlays (especially water) are formatted/constructed very differently in oBG1 than they are in oBG2 than they are in BGEE/SoD than they are in BG2EE.  There are tools out there that can help with the conversion, but if you’re this far into area graphic creation/manipulation you probably already know about them.  More to the point at hand, rearranging the overlay/door/animation tiles at the end of the tileset require you to update the area’s WED file accordingly.  The structure of this file is complex, and the nature of the required update is different for true overlays vs doors vs tileset animations.  In typical textbook fashion, I will leave the details of this as an exercise for the reader.

    Edit:  As far as what tools I use, I use a few AHK scripts I've written myself, ImageMagick, Near Infinity, and Microsoft Paint.  And when the occasion requires it, the tools used to help convert the water overlays from one game variant to another.

  7. On 5/10/2023 at 7:47 PM, Guest The_sextein said:

    Looks like the spinning crystal in the high hedge still has a crease through it.

    Here's the fix for the horizontal line through the crystal in High Hedge AR3202.  I have included screenshots of before and after in the archive.  This should be compatible with both BGEE and SoD.  The background of the animation still looks a bit dark compared to its surroundings, so if an artist in interested in cleaning them up I have included the images in the resource folder.  Send them back to me and I'll rebuild the TIS.

    Also, I really need more upload space here.

  8. 33 minutes ago, Guest the_sextein said:

    Ah, I was unaware.  I've used Near Infinity to align backdrops in the past and it is indeed, highly annoying to get a fire place to align just the way it needs to be.  Tipun's Icewind Dale in EET has a massive amount of misaligned backdrops and I've been considering the idea of pulling Icewind Dale EE's backdrops out of the game and renaming them to match Icewind Dale in EET and then dropping them in the override folder to see if it would work.  Beamdog did a pretty good job of fixing all of the alignment issues in Baldur's Gate but they must have overlooked that crystal.  It allays annoys me when I see it lol.  

    It's not so much an alignment issue as it is an artifact of the compression algorithms used in the PVRZ format.  I started a topic about this type of graphical issue here.  Feel free to start listing specific occurrences there.

  9. 5 hours ago, argent77 said:

    This is a rarely used feature of the game engine (outside of water animations) which is (afaik) only used for this crystal animation and the spinning wheels in circus and carnival tents.

    And fireplaces in houses.

     

    The way to eliminate these graphical artifacts is to go back to the palette-based original and take each overlay tile (including for doors) and each animation tile at the end of a tileset and surround it with the tiles that would surround it when it is rendered inline in the tileset.  Only then do you convert it to PVRZ.  Like argent77 says, this is a very tedious task to do by hand, especially for areas with lots of doors.

  10. 13 hours ago, Mornagest said:

    Hello,

    Thank you for your answers!

    So I made some tries with my party. I have

    - human female berserker dual classed in cleric

    - Minsc

    - Coran

    - Faldorn

    - Imoen

    - Dynaheir

    The game crashes when I equip my Charname, Faldorn and Dynaheir. No problem with Minsc, Coran nor Imoen.

     

    So I managed to make a non-ideal install with so few mods... I rarely install mods in fact so I'm not accustomed with install order. Could you give me some advice with this particular install, please?

     

    Thank you again :)

    I think that makes it the WPMSL*.BAM and WPNSL*.BAM series of BAMs.  Can you extract the sling animations from your game and send them to me?  For all character sizes the file names would be WP*SL*.BAM.  Or you can use this little mini-mod to extract them for you:  download link.

  11. 1 hour ago, Mornagest said:

    I get the sling and I try to equip my main character with it but the game crashes immediately.

    So you can move it around your inventory and look at the description, and it's fine:  it only crashed once you equip it?  Have you tried equipping the real Arla's Dragonsbane to see if it works?

     

    1 hour ago, Mornagest said:

    can I update it even if I started to play it?

    No, you shouldn't.

  12. PS_Tileset might have some useful code if you want to go the WeiDU route.  Alternatively, you might could use NI's Area Viewer to export the original area as a PNG, then check the "Draw closed" box to flip the doors and export that as a PNG, then use a program like ImageMagick to diff the two, keeping only the changed pixels.  From there it might be possible to use ImageMagick to export each distinct region of changed pixels as separate images, but I'd have to do some research to be sure.

    Edit:  Well never mind about the ImageMagick route.  I tested it and even after the first step it is apparent there are surely more straightforward routes to get what you want.  I'd show you but I've run out of upload space... 😒

     

  13. 3 hours ago, Parys said:

    Please allow me to ask you how long do we have to wait for your excellent work to be completed?

    I appreciate you taking the time to redone these bam files.

    I kind of got burnt out on it and needed to take a break, but it has been a good while since then so I'll see about bumping it back up on the priority list.

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