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argent77

Member Since 24 May 2010
Offline Last Active Nov 18 2017 08:05 AM

Posts I've Made

In Topic: Mod Compatibility List for EET

18 November 2017 - 08:01 AM

 

There is another option by using NI's PNG export as an intermediate step:
1. Export TIS as PNG
2. Open Tools > Image to TIS... to export the PNG back into legacy TIS. Specify 4892 tiles for BH1000.TIS and 1591 tiles for BH2201.TIS.
3. Copy both resulting TIS into override folder and export them as PVRZ-based TIS.

The second step in combination with the third step ensures that extra tiles (such as open doors) are laid out correctly on the pvrz textures to further reduce graphical artifacts in the game.
 

I have found one more Tis file like that from another mod RR3300 from RoT.. I assume a similar treatment may help. Just - I have no idea how you calculate those rile numbers (it ofers me 2820 per default).

 

 

I have determined tile count by finding the highest tile index in the WED file (and a bit of trial and error). It's probably also safe to use the default tile count value calculated by the TIS converter. Unless it results in less tiles than referenced in WED. In that case you have to add a new row of tiles (i.e. expand image canvas by 64 pixels at the bottom of the image with a graphics editor).


In Topic: Effects

17 November 2017 - 09:11 AM

One thing I'm interested in is what range the Help action uses.

 

Based on some tests in BGEE Help() has a range of 1152 (horizontal) and 864 (vertical) in map coordinates. Effective range will most likely vary depending on object specifier used for trigger Help(O:Object*).


In Topic: Mod Compatibility List for EET

16 November 2017 - 02:18 PM

 

There is another option by using NI's PNG export as an intermediate step:
1. Export TIS as PNG
2. Open Tools > Image to TIS... to export the PNG back into legacy TIS. Specify 4892 tiles for BH1000.TIS and 1591 tiles for BH2201.TIS.
3. Copy both resulting TIS into override folder and export them as PVRZ-based TIS.

The second step in combination with the third step ensures that extra tiles (such as open doors) are laid out correctly on the pvrz textures to further reduce graphical artifacts in the game.

I tried your method and it seems to have worked. The tiles are in a wild order when opening the TIS in NI but visiting the area in game it looks okay.
I hope it will work for others as well.
Thank you (once again) for your help.

 

Was the associated WED file also present in the override folder. NI needs it to properly lay out the tiles on the pvrz textures.
 
@Sam.:  PS_Tileset looks promising. Btw, one of the TIS files in question is about 25 MB big. Does the mod handle TIS files of 16 MB or bigger?


In Topic: Mod Compatibility List for EET

16 November 2017 - 12:47 PM

There is another option by using NI's PNG export as an intermediate step:
1. Export TIS as PNG
2. Open Tools > Image to TIS... to export the PNG back into legacy TIS. Specify 4892 tiles for BH1000.TIS and 1591 tiles for BH2201.TIS.
3. Copy both resulting TIS into override folder and export them as PVRZ-based TIS.

The second step in combination with the third step ensures that extra tiles (such as open doors) are laid out correctly on the pvrz textures to further reduce graphical artifacts in the game.
 


In Topic: Mod Compatibility List for EET

16 November 2017 - 12:09 PM

PS - there does not seem to be a hex plugin for notepad++ 64bit version?


There is a Hex Editor plugin for Notepad++. Not sure if it's already available as 64-bit version.

I'm using the standalone hex editor HxD for most of my needs.