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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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  1. Try these with helm18.itm and VVCs as-is. Seems to work for me, but not sure how robust it is. I have a second idea if this one doesn't work out. [attachments removed] Edit: These weren't very good either. They fixed the issue with the gaps, but made the animations doubly dark because they were playing on top of each other. More importantly, rapidly pausing and unpausing while fully zoomed in de-synced the two animations, so it would gradually appear as if two separate ioun stones were circling, but buggy. Is is probably true of all split foreground/background animations, but was particularly noticeable here. The solution was that because the ioun stone animations didn't need to actually pass behind the character model (just over their head), and single animation+VVC could be used for the entire circuit, but the offsets had to be adjusted to get everything ordered right.
  2. @paladin84 Sent you the modified BAMs at SHS. BTW, I misremembered how these worked. You don't need to edit the VVCs. You'll need to edit the items to play only the first VVC and not the second. Edit: That didn't work as I expected (same issue as here). Working on figuring it out.
  3. 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. [attachment removed]
  4. The EEs don't limit BAM frame dimensions to 255x255 px like oBG2 did, so you can just combine the top and bottom halves of the animations into single frames. I can do it in the next day or two if you don't get to it first.
  5. 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.
  6. 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.
  7. 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.
  8. 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.]
  9. WeiDU Highlighter for Notepad++ VScode support for WeiDU syntaxes
  10. 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).
  11. 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.
  12. 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.
  13. 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.
  14. @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?
  15. Email system at SHS is currently down. I manually approved you.
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