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Weigo

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  1. Super. That's wonderful. That was an error in the tis file. I had to convert it manually by hand, as there are a lot of door and water parts, and I probably got a tile too far to the right Now it's fixed. The mos file is only meant for the minimap. Weidu doesn't seem to be able to extract the mos file from the original bif file. (Thats the error message, and the revised macros.tpa does not cancel the installation). With my BG1EE version the mos files can be extracted. But that shouldn't be a problem as the file exists in the game. The new and revised mos maps are already copied by the installation. Thanks again for your support. I uploaded the newest fixes on github. https://github.com/SpellholdStudios/BGGOEET
  2. I'm slowly getting old and senile. I completely overlooked the fact that I took the two image files out of the directory that were not yet converted to 8-bit because of the three different installations I have running. @ParysSorry for the work this morning. Here are the two image files in 8-bit BG0700LN.BMPBG2600LN.bmp
  3. It affected both engines. This post was sent to me by another forum. That's why I had to do it again, as game crashes are always bad. Please try this file again, if it works, then we have solved it with 8-bit lightmaps. BG0700LN.BMPBG2600LN.bmp If it works, then the error was my colour depth conversion program.
  4. Very glad it worked and thanks for testing. I will convert and upload all the other lightmaps, day and night, at the weekend.
  5. Good news. I have got the following versions to run without the red glow. EET, BG1EE and BGT. With 24 bit it worked for me. To test it, please copy the file in the attachment into the following folder bggo/base/bmpLN/ee or non-ee and reinstall BGGO. Copying into the override folder is not enough. If this works for you, then I will convert them all to 24 bit. BG2600LN.bmp Then the question is how it looks with the LM files.
  6. It is very curious. The BG2600LN.bmp with 8bit also produces the red colour effect with EET. The same file with 24 bit does not produce a red colour effect. But with BG1EE the 24 bit again produces the red effect???? With BG0700 and the green effekt is the same.
  7. I think this is a problem with the colours of the LN images. As far as I understand the function of the lightmaps, the animation graphics are coloured with the colours of the lightmaps (I don't know how this works in detail in the engine) In the images we can see which lightmap colour causes red (left) and which green(right). To rework it with the function suggested by @Sam., we need a new matching colour for the palette. However, there is still a problem with the function, it is for 4bit colour palette bitmaps and the lightmaps are 8bit. Nevertheless, we need matching colours for the lightmaps and we would need to revise 98 from ee version. The oBG version is then only a matter of form. These are all lightmaps that have been revised by BGGO (.../bggo/base/bmpLN/ee). Everyone is cordially invited to participate
  8. I've done a bit of research. Couldn't the red glowing also be the Infravision? Can you please select a character without infravision (human) and see if that's still the case? @Parys I'm glad that the installation is working now. I will add the revised code in the next update.
  9. The reddish colour is due to the night lightmap. BG2300LN.bmp @Parys Test the installation with this macros.tpa with the original version, which breaks off at BG3800 or AR3800. My suspicion is that it somehow can't access the bif files to extract the mos files. I can't test it unfortunately as my versions of BG work. BG2, BG2+BGT(ToB GoG and original CD version), BG2EE+EET, BG2EE, BG1EE EE is the Steam version
  10. @deratiseur @Parys I tried it again with my installation and it ran without any problems. But somehow it is suspicious that it is exactly the same file. Copy the original AR3800.mos or BG3800.mos file from NI into the override directory and then install BGGO. I have the suspicion that the bif file is not working properly.
  11. @Salk The Bg2 GoG version has the data/DATA folder. I installed BGGO on it and it recognised the directory structure without any problems. @Guest YLL I will change the directory. I had just adopted it like this at some point. Unfortunately I don't have the osx version of Baldur's Gate. Your installation my installation BG1EE + DLC Merger and BG2EE + EET Note the last line in each case. It could be that tileconv has not created the file after all and therefore cannot copy it over and therefore the installation is stopped. But unfortunately I cannot test this. @Probe88 Which BG version do you play? Can you please post a picture?
  12. Thank you very much for your feedback, I will do my best to help you. I'll have a bit more time to look at your problems again tomorrow.
  13. Download with this link: https://github.com/SpellholdStudios/BGGOEET/archive/refs/heads/master.zip Take another setup-xxx.exe or weidu.exe and rename it to setup-bggo.exe
  14. I've only just seen your post. But it's great that you were able to solve it.
  15. That's probably an example of how we've passed each other by It's because of my mediocre knowledge of English This was just an example of how the PVRZ image files were cut up by Beamdog and that the individual cut-outs are all 1 pixel larger at the edges. BG0100 has no lines and glitches in the original, but the old BGGO version does when converting from v1 to v2. But now in the new version it has none. But thanks anyway for your efforts.
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