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Sam.

Modders
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About Sam.

  • Birthday 06/25/1991

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    Male
  • Location
    USA

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  • Website URL
    http://classicadventuresmod.com/

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Sam.'s Achievements

  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.
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