Weigo
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Posts posted by Weigo
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Moved to this topic
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Now that Spellholdstudios can drag on longer, I'll continue here on G3 in this thread.
Yovaneth had announced on Beamdog in February that he was reworking the BGGO mod. I didn't discover this until early June and contacted him. He sent me the revised Baldurs Gate City maps and I am in the process of integrating them into the mod. The maps look fantastic, much nicer colors and much sharper (no more tiz compression).https://forums.beamdog.com/discussion/comment/1194058/#Comment_1194058
As Salk posted in the Github issue of the BGGO mod:QuoteSince the Forum has been down for so long now and weigo can not post updates there about his work on BGGOEET, I thought I could open an issue here to keep track of the improvements made towards full compatibility with BGT.
We might like to make a bullet point list with what was not working and is working now and what is left to do.
I'll start here with a list:
- new Baldurs Gate city maps (in progress 10/10).- EE and nonEE version works and is all in one pack.
- compatible with EET and BGT (testing by more people)
- compatible with Tutu and BGEE (not yet tested)
- nonEE bug of swapped parts should be fixed (testing by more people)
https://www.gibberlings3.net/forums/topic/27768-baldurs-gate-graphics-overhaul-for-eet/?do=findComment&comment=256703- EE bug with lines between tiles should be fixed (testing by more people)
- only one Baldurs Gate City map (no PP or nPP option anymore) (done)
- Revision of the installation code (done)
- more torches, candles and fireplaces from Jarl's Adventure Pack (done)
- searchmap compatibility with other mods (done)
My thanks also go to all those who have fixed many small bugs over the years. I would love to name them all, but unfortunately I can't check the forum at the moment.
Here is the link for the actual beta version:
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@jastey I have no problem with moving post. The question is, where should we open the thread?
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Of course, it could be that the palette will eventually run out of colors. There are soon 7000 frames and there are only 256 colors in the palette. That means Near Infinity will have to average colors at some point. But this is only a guess.
What is the transparency incompatibility from v1 to PVRZ?
In case of need you would have to recreate the bam again, maybe it will split the palette a bit better then and we get more beautiful colors -
I don't know, why SoS should not be compatible with I4E.
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I wrote a small tool and function to alter the searchmap bitmap files.
For Baldurans Seatower I made a new practical tool for an old problem. It was always a problem to edit searmap files, because you could only overwrite the existing file.
When two different mods edit the same searchmap, it was always difficult to find a solution.
Now I wrote a small tool and a function to solve this problem.The tool SRmap_modding_tool now compares the modded searchmap with the originals from the classic and ee version and creates a 2da file with all bitmap changes.
The function is for the setup.tp2 file, which uses the 2da files to alter the existing bitmap with the changes.
So two different mods can alter the searchmap file.Now a small instruction for mod authors:
-First you need to use the tool to create a file that lists the search map changes. This you need to do once for your mod.
-After that you include this "changes.tpa" inside your mod to patch the existing search map when the mod is installed.Put the SRmap_modding_tool in your Baldurs Gate installation.
1. Go into SRmap_modding_tool\area directory
2. Put the classic, ee and your modded/new searchmap bitmap in the fitting directory
3. Open the setup-SRmap_modding_tool.tp2 with an editor
4. Enter the names of the bitmap files without the extension in the lines
filename_classic, filename_ee, filename_new
ALWAYS //OUTER_SET areaname = ~AR1200~ OUTER_SPRINT originalfolder_classic ~%MOD_FOLDER%/area/original/classic~ //original unmodded searchmap folder from classic bg OUTER_SPRINT originalfolder_ee ~%MOD_FOLDER%/area/original/ee~ //original unmodded searchmap folder from ee bg OUTER_SPRINT filename_classic ~AR1200SR~ //original unmodded searchmap filename from classic bg OUTER_SPRINT filename_ee ~BG1200SR~ //original unmodded searchmap filename from ee bg OUTER_SPRINT newfolder ~%MOD_FOLDER%/area/new~ //modded searchmap folder OUTER_SPRINT filename_new ~AR8100SR~ //modded searchmap filename OUTER_SPRINT filename_changes_classic ~%filename_new%_changes_classic~ //filenames for the 2da files used by the mod OUTER_SPRINT filename_changes_ee ~%filename_new%_changes_ee~ //filenames for the 2da files used by the mod END
5. Save the file and start the tool. It will work a while
6. When it's finished. There are either two files "AR8100SR_changes_ee.2da" and "AR8100SR_changes_classic.2da" or if both files are identical there is only one file "AR8100SR_changes.2da"
7. Copy the 2da file from step 6 into your mod folder
8. Copy the alter_searchmap.tpa function to your mod functions. You find it in the SRmap_modding_tool\lib directorySpoilerDEFINE_ACTION_FUNCTION ~ALTER_SEARCHMAP~ INT_VAR STR_VAR path_to_2da_file = ~~ // full path to the *changes.2da file, e.g. ~mymod/bmp/AR3700SR_changes_ee.2da~ areaname = ~~ // area name, e.g. ~AR3700~ RET BEGIN COPY ~%path_to_2da_file%~ ~%path_to_2da_file%~ READ_2DA_ENTRIES_NOW ~newpixelarray~ 4 COUNT_2DA_ROWS 4 ~pixelnumber~ COPY_EXISTING ~%areaname%SR.bmp~ ~override~ FOR (cnt=0; cnt<pixelnumber; cnt=cnt+1) BEGIN READ_2DA_ENTRY_FORMER ~newpixelarray~ cnt 0 ~offset~ READ_BYTE ~offset~ ~oldpixel~ READ_2DA_ENTRY_FORMER ~newpixelarray~ cnt 2 ~newpixel~ READ_2DA_ENTRY_FORMER ~newpixelarray~ cnt 3 ~byte~ SET left_oldpixel = oldpixel / 16 SET right_oldpixel = oldpixel MODULO 16 SET left_newpixel = newpixel / 16 SET right_newpixel = newpixel MODULO 16 PATCH_IF (~%byte%~ STRING_EQUAL ~b~)=1 BEGIN SET setpixel = newpixel //PATCH_PRINT ~%offset%: oldpixel %oldpixel% - newpixel %newpixel% - setpixel %setpixel%~ //PATCH_PRINT ~%offset%: lo %left_oldpixel% ro %right_oldpixel% - ln %left_newpixel% rn %right_newpixel% - setpixel %setpixel%~ END PATCH_IF (~%byte%~ STRING_EQUAL ~r~)=1 BEGIN SET setpixel = left_oldpixel * 16 + right_newpixel END PATCH_IF (~%byte%~ STRING_EQUAL ~l~)=1 BEGIN SET setpixel = left_newpixel * 16 + right_oldpixel END WRITE_BYTE offset ~%setpixel%~ END END
9. Put following lines into your setup-mymod.tp2
INCLUDE ~%MOD_FOLDER%/lib/alter_searchmap.tpa~ LAF ALTER_SEARCHMAP STR_VAR path_to_2da_file = EVAL ~%MOD_FOLDER%/Ramazith/AR7238SR_changes.2da~ // full path to the *changes.2da file, e.g. ~mymod/bam/AR3700SR_changes_ee.2da~ areaname = EVAL ~AR7238~ // area name, e.g. ~AR3700~ END
Enter your path to the 2da file and the areaname.
For ee and classic differnces, you have to make a query with ACTION_IF -
@Jarno Mikkola
Newer mods use your method
COPY_EXISTING ~misc01.itm~ ~override/ctb.mrk~ // tell other mod that Check The Bodies is installed
but older mods use CTB_Rule.bif files to detect CtB (same for Rot and SoS) so I made both checks.
COPY ~Worldmap/map_mods_links.tbl~ ~Worldmap~ APPEND_FILE ~CtBEE/Worldmap/links.tbl~ PATCH_IF (FILE_EXISTS ~data/ROT-RULE.BIF~) OR (FILE_EXISTS_IN_GAME ~rot.mrk~) BEGIN APPEND_FILE ~CtBEE/Worldmap/rot_links.tbl~ END PATCH_IF (FILE_EXISTS ~data/TDD-RULE.BIF~) OR (FILE_EXISTS_IN_GAME ~tdd.mrk~) OR (MOD_IS_INSTALLED "setup-TDDz.tp2" "0") BEGIN APPEND_FILE ~CtBEE/Worldmap/tdd_links.tbl~ END PATCH_IF (FILE_EXISTS ~data/SOS-RULE.BIF~) OR (FILE_EXISTS ~override/sos.mrk~) BEGIN APPEND_FILE ~CtBEE/Worldmap/sos_links.tbl~ END
@Mad Mate
yes I can. They should be merged on github.
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@subtledoctor
Only the part for old BG2 installation will biff files.
The EE part doesn't biff anything except one dummy file to create CTB-Rule.bif as a marker for other mods.
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@Mad Mate
Please download CtBEE from my github https://github.com/weigo87/CtB-EE.git
Now the ids problems should be solved, because I changed the biffing routine. Only the tis and wav files will be biffed.
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Now I made a small test.
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~SETUP-BGT.TP2~ #4 #0 // Baldur's Gate Trilogie - Hauptteil: 1.18 (28 Apr 13)
~ROTERROR/SETUP-ROTERROR.TP2~ #2 #0 // Region des Terrors, v3.1 EE : v3.1 EE
~CTBEE/SETUP-CTBEE.TP2~ #4 #0 // Check The Bodies EET: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #4 #1 // Candlekeep Chores, v2.2: 2.2
~CTBEE/SETUP-CTBEE.TP2~ #4 #2 // Check the Bodies Fast Forward, v2.2 (for CtB v2.2 or later): 2.2The spell.ids file was biffed by RoT and CtB added some new lines and biffed it again at the end.
Shout.ids was Shoutids.ids was in it#s original bif file and was changed correctly by CtB.
Both files are working correctly.
@Mad Mate Can you post your weidu.log file, perhabs we can find the problem.
I think it's important for the game not to have too much different versions of mods. For example, if someone would make a mod with all big mods (BGT/EET DsotSC, NtotSC, SoS, TDD, CtB, RoT ...) it's much more easier to make it to all mods compatible, when we have only one version for the mods and not two different, with a lot of bugfixing during Big World setup.
I think one big point of success for Baldurs Gate modding community was passionate commitment and that we always kept the modding easy. We want to have the game in best case for 20 more years.
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A lot of text here to read.
Let's put the problems together in a few lines
Thetyr Forest patch and Chores with fast forward are part of CtBEE
My work was to merge both version into one mod.
I also added the components CtB-Chores and the fast forward mod by hlid. The Thetyr Forest patch is still included in the main component (A big thanks to White Agnus).
One small thing with the chores.
The chores don't start in the cage in irenicus dungeon anymore. They will start a few moments later in the library north of the starting room in the dungeon. Sorry for the change, but the starting script ar0602.bcs is so difficult to mod and every version BG2, BG2EE, BGT and EET have different script lines. It was not possible to make it compatible with every version. Also for future patches, the risk to brake the code is very high.
I would have thought it a pity, if the chores wouldn't be part of CtB.
The ids problem.
We can add a line like
COPY_EXISTING ~^.*\.ids$~ ~override~
in the biffing routine, so all ids files stay in override folder.
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I have updated the SoS Mod to be compatible with EET.
Congratulations!
For all who are unsure; SoS = Shadows over Soubar, the last of the big classic mods that was still missing for EET!!!
(One question - The former component "Remorhaz walking speed adjustment" is now part of the single main component and will only install on english version of the classic game, not EE/EET, correct?)
The former component "Remorhaz walking speed adjustment" will only install for BG2, TOB and BGT installations.
REQUIRE_PREDICATE (!GAME_IS ~bg2ee eet~) ~Not for EET and BG2EE~
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sorry double post
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I have updated the SoS Mod to be compatible with EET.
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Please share your PC specs (CPU, GPU, system) for a reference.
CPU: Core I7 5820
Ram: 16GB
GPU: GTX 970
System: WIN10
It should be fast enough.
I tried on BGT and it works fine.
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I have a clean install of EET RC4 on a clean BGEE and BG2EE.
When I start a new BG1 game and switch to the worldmap, I have a CtD.
I take a look on the worldmap.wmp file in NearInfinity and it looks fine.
The Sod worldmap Bgmap.wmp works. I have started a SOD game and the worldmap has no problem.I also tried my BP-BGT-worldmap and it didn't work.
But I think it's a local problem. Perhaps Roxanne can tell me where I can find the graphic cards log file.
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I have the same problem with CtD when I switch to the worldmap
My log file
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name [ : Version]
~EET/EET.TP2~ #2 #0 // Initialise EET (first mod in install order): 1.0 RC4
~SETUP-EET_END.TP2~ #2 #1 // Alternative EET GUI (SoD)
~SETUP-EET_END.TP2~ #2 #2 // Finalise EET (last mod in install order)
Baldurs Gate Graphical Overhaul BGGO for EET, BGT (Tutu, BGEE)
in General Mod Discussion
Posted
When the rest is through, I'll take a look at it.
You need to install the Denoised Areas first and then BGGO. But this will result in you having a mixture of high resolution areas and normal ones. I have not tested it though.