SpellholdStudios / BGGOEET

This mod is probably the biggest visual overhaul of the game since it was released. It reinstates the extended night areas that are missing from all main areas except Baldur's Gate. Now, when you open doors at night they show light from inside the building. Buildings actually have windows that are lit up.
http://www.shsforums.net/forum/641-bg-graphics-overhaul/
17 stars 1 forks source link

graphical glitches #8

Open TotoR115 opened 11 months ago

TotoR115 commented 11 months ago

@weigo87, On BGT:

weigo87 commented 11 months ago

I'll take care of it. The graphical errors in Beregost are glaring. I'm curious where they come from, since they weren't there when I reworked the map, given the size of the errors I would have noticed :)

TotoR115 commented 11 months ago

You know when having one's nose to the grindstone... you don't see the most obvious bugs.

Keep the good vibration, it is most appreciated Cheers

weigo87 commented 11 months ago

Thank you very much for your appreciation. As long as modding is still fun for us old veterans :)

Fortunately, it was only a small matter in Beregost. Yovaneth and I reworked the night map and had to extend the wed with new door tiles (because of the light cones) and the day wed file was also rewritten. The wed files are by far the most difficult to modify as they are very complex. As soon as I had imported the backup of the file, everything was fine again :)

What's your opinion to the door in Durlags Tower. https://www.gibberlings3.net/forums/topic/36946-baldurs-gate-graphical-overhaul-bggo-for-eet-bgt-tutu-bgee/page/7/#comment-330456

I will work on the remaining problems during the week.

jharrison03 commented 11 months ago

All the hard work here is very appreciated. This will be a must-have mod.

weigo87 commented 11 months ago

AR0015/AR6526 I can't find the green pixels. Can you help me out again? If necessary with a photo or the coordinates? I've been searching for a quarter of an hour now and haven't found anything.

AR7800/BG0800 door at night is repaired.

@jharrison03 Thank you very much for your appreciation.

TotoR115 commented 11 months ago

look at: https://drive.google.com/file/d/10tiM5kKXedPsPnaLFT7hpDXMfsJiu6rR/view?usp=drive_link x= 2683, y= 1617

jharrison03 commented 11 months ago

I'm pretty sure that's Chapter 6.

weigo87 commented 11 months ago

day/night AR0015/AR6526 The green pixels are another curiosity. I can't see anything. The only thing that stands out here is that the dark shading is missing, but that's because the tile of the tis file belongs to the door and each tile of the map can either be a door or an overlay, but not both at the same time. https://drive.google.com/open?id=1FHQpEtqOfyUAyulOPuelvJsv5_UTTWwb&usp=drive_fs

TotoR115 commented 11 months ago

I can't see anything.

On a clean install, BGT+BGGO the green square is present (tileset 5150): https://drive.google.com/file/d/1Ez81wSUEgtSbEFi-twmPb0rsymPht8Ii/view?usp=drive_link https://drive.google.com/file/d/1H7PSVuZ6nQhaqYl1t8f9XQt0MqrLZCX1/view?usp=drive_link

If you are correct, as the tileset is empty and as the overlay can't be applied (door) it is green (or blue? in your version?). Maybe it should be filled with a color that looks like the overlay. Fwiw, that's what is done with BGT: https://drive.google.com/file/d/1Q55ZlCNDVC-nBp8SIQORybL7gdeiO9Ll/view?usp=drive_link

FYI, I check on BG1 and it seems to not be an issue as the engine seem to be able to render doors+overlay: https://drive.google.com/file/d/1heaZkemKQeLgimLy-ZmEQdonHAomUZ0U/view?usp=drive_link

weigo87 commented 11 months ago

I installed oBG2 and oBG1 again and installed BGT v1.22 with BGGO on a clean installation. Nothing green shows up for me (clueless). What appears green for you is the moving water without a grid for me. Or I'm missing something here and don't understand you or am too stupid for that. :)

I followed your suggestion and filled the empty triangle with an overlay check pattern. I think it looks good. I still have to create the night map. AR0015_new

BG1 overlay works quite differently this way. The program only looks at the tis file to see whether a pixel in a tile is ff (green) or not. If it is ff, it automatically makes the selected overlay. With BG2 you would have to select an overlay again for tile 5150, but the engine does not allow this.

TotoR115 commented 11 months ago

I'm missing something here and don't understand you or am too stupid for that. :)

Maybe... or maybe not ;). I have the same config (with bgt v1.23) and this is clearly weird. Maybe this diff comes from your version of oBG2, I use GOG version as my CDs are all full of scratched now...

I still have to create the night map.

Great to know and thanks

With BG2 you would have to select an overlay again for tile 5150, but the engine does not allow this.

This is a strange regression of Engine...

weigo87 commented 11 months ago

I'll try to find the GoG version. I want to get to the root of this.

weigo87 commented 11 months ago

I have now uploaded the revised Candlekeep maps. Please try it again and I'll keep my fingers crossed that nothing green appears ;)

weigo87 commented 11 months ago

Now I've had another idea in the shower. :)

Send the AR0015 through the program tis2bg.exe, which is included with BGT. Maybe the program will delete the green pixels. It's just an idea, I can't say whether it will work.

TotoR115 commented 11 months ago

I have now uploaded the revised Candlekeep maps. Please try it again and I'll keep my fingers crossed that nothing green appears ;)

both maps are better but...

Now I've had another idea in the shower. :)

It is a good place to be bright even if water closet is better for sure. I don't know tis2bg.exe so yes why not ? I found that on SHSforum http://www.shsforums.net/topic/60587-tis2ovl-a-tis-overlay-converter/?hl=tis2bg#entry607522

weigo87 commented 11 months ago

Tomorrow I get the GoG version. Then I can have a look at it at the weekend.

It is a good place to be bright even if water closet is better for sure. I don't know tis2bg.exe so yes why not ? I found that on SHSforum http://www.shsforums.net/topic/60587-tis2ovl-a-tis-overlay-converter/?hl=tis2bg#entry607522

We don't use the EE version of the map, but oBG2. Could you send me the AR0015.wed and AR0015.tis with the green pixels please? We don't need AR6524 as this is just a copy of AR0015. My ambition has got the better of me and I want to solve this problem :)

TotoR115 commented 11 months ago

Could you send me the AR0015.wed and AR0015.tis with the green pixels please? We don't need AR6524 as this is just a copy of AR0015.

TIS: https://drive.google.com/file/d/1jFtYF5XFOH5grUXAgFUYSgnyCnIq6nqT/view?usp=drive_link WED: https://drive.google.com/file/d/1uuT3SKDjSzc2f6aXMduFf6UQULczMYBr/view?usp=drive_link

My ambition has got the better of me and I want to solve this problem :)

Keep this vibration and I know you will, mind over matter ;)

weigo87 commented 11 months ago

I cannot reproduce your error. I have now installed BG1(GoG) and BG2(GoG), then BGT and finally BGGO. And Candlekeep looks like this for me. AR0015 GoG

And this is how it looks with your two files (.tis and .wed) AR0015 ToToR tis-wed

Now I'm slowly reaching the end of the line with my knowledge.

TotoR115 commented 11 months ago

Some time you have to let it go... I hope it will not be too hard to accept that this issue will maybe never be closed 😉

If I can I will try to understand the unthinkable...

Thank you for looking into this!

Cheers

TotoR115 commented 11 months ago

Ok, If needed by someone else I have redone the night and day map to remove the green square.

https://drive.google.com/drive/folders/1LNu977aCtlVTBaJojCIpQxGjoBJ5i7Wb?usp=sharing

Cheers

weigo87 commented 11 months ago

Thank you very much for the two maps. This is unbelievable. Both your tis files work with GoG. With oBG2 only the night map works, but with the day map water pixels now appear on the stairs. You have colored the field of the day map blue throughout, thus preventing the green pixels in GoG. But I'm afraid this is the cause of the oBG2 problem. But at least I have a trail of small breadcrumbs to follow again :) I will now have to take a close look at the binary tis files. This could still be a problem with the color palettes in the corresponding tile block (5150).

Otherwise we have to find a solution, like 2 versions of BG2600, one for oBG2 CD version and one for the GoG version. But we'll do that if the top track is not successful.

A neverending story!!!

jharrison03 commented 11 months ago

I'm pretty sure that's Chapter 6.

I mentioned this, because in the bad map, Gorion isn't present. IDK If the Prologue and Chapter 6 maps are the same. Thinking that might be part of the problem.

https://drive.google.com/file/d/10tiM5kKXedPsPnaLFT7hpDXMfsJiu6rR/view?usp=drive_link

weigo87 commented 11 months ago

@jharrison03 You are right. AR0015.are and BG6526.are are the two Candlekeep maps. The are file is responsible for all actors, animations... all objects. It also refers to the wed file, which assigns all tiles to the map as they should be displayed on the screen (0-4799 tiles for the background and then another 400 tiles for doors and overlays). And both Candlekeep maps contain the AR0015.wed, as the wed file contains the link to the pure graphics file, the AR0015.tis. The error must therefore be in the wed file or tis file.

weigo87 commented 11 months ago

It's exasperating. Which tool did you use to create the tis files? Near Infinity or DLTCP? I just can't find a logical pattern as to why everything is like this with the transparent pixels.

TotoR115 commented 11 months ago

Those file have been export with NI, reworked with Gimp and import with NI.

But maybe, there is no easy solution... when I put the file it was more of a backup for you, if someone need it.

We could maybe ask @skellytz if he knows about this kind of issues (overlay and GoG version vs cd version).

skellytz commented 11 months ago

Weigo, from your screenshots it's clear you haven't enabled 3D acceleration in BGConfig.exe 3D acceleration off - no green pixels 3D acceleration on - green pixels

weigo87 commented 11 months ago

Many thanks for the tip @skellytz. Now I can finally reproduce the error in my system. I completely missed the 3d acceleration :) I will try to solve the whole thing like TotoR by making the part colored. @TotoR115 unfortunately with the CD version you can see the animation in your day map in the steps of Candlekeep.

weigo87 commented 11 months ago

@TotoR115 Now I have tinkered around a bit and the day and night version worked perfectly for me. Both for the GoG version and for the CD version. I adjusted the colors again and it looks almost like one piece. Here are the two links AR0015.tbc https://drive.google.com/open?id=1FYtb5DohgWfZddSA-agW_rNlisvrBxqh&usp=drive_fs AR0015N.tbc https://drive.google.com/open?id=1FZ-NSo_USyVu-4_WedeFYdKBXVAPm44N&usp=drive_fs

I hope they work for you too, then we would finally have made it.

TotoR115 commented 11 months ago

@weigo87 Good news, the solution is in front of us... ok I have spotted the water pixel on my version... your version is clearly better, however it is also present but not exactly at the same position: old version: candlekeep_vbgt3D_TotoR New vesion: candlekeep_vbgt3D

weigo87 commented 11 months ago

@TotoR115 The curiosities continue, the same picture as yours (GoG), but there are no water pixels in my picture. ???

grafik

TotoR115 commented 11 months ago

I think it is compression artefacts linked to the process tis to tbc and then tbc to tis

before compression: candlekeep_vbgt2D-tis

after compression in tbc and decompression in tis: candlekeep_vbgt3D_TotoR

I see 3 solutions here:

  1. Use a "better quality" file for the initial tis than a file that has already been compressed and decompressed (not like the one I used)
  2. Play with compression parameters to avoid those artifacts (don't know how tileconv.exe works but it is maybe possible)
  3. Use the Tis file instead of the tbc file

I think we are close to an end here ;)

weigo87 commented 11 months ago

Thanks for the tip with the compression. It really is that, I have been able to reproduce it again here. It will be solution 3, as there is no better quality for 1 than the originals. I also experimented a bit with the compression rate, but unfortunately I couldn't find a solution (artifacts were still there, even with the highest quality from tileconv). We will simply use the uncompressed tis for the area, which will be 32 MB more, but that doesn't matter. Thanks again for your great help and support. I couldn't have solved it without your help. The update is uploaded.

TotoR115 commented 11 months ago

Thanks again for your great help and support. I couldn't have solved it without your help.

You've been sufficiently motivated to allow me to take you this far... 33 comments for a green tile!

Thank you for that, and for the time you spend on this mod. It's really much appreciated!

Cheers

PS: @jharrison03, I cheated a bit... it's AR0015, I teleported there with the console's command just after Gorion died... ;)

TotoR115 commented 8 months ago

@weigo87

I found a new one (door + water overlay) at Wyrm's Crossing when the drawbridge is open. AR7900_bgt

weigo87 commented 8 months ago

Both the day map and the night map have been revised due to green pixels. Now they should all be gone. You can find the revised maps in the pull request or in the light branch

@TotoR115 If you find any more, let me know

mariuszparys commented 6 months ago

Hello,

While playing I noticed an incorrect closed door animation:

Nashkel (AR4800), Tavern's door. Baldr142 Thank you for your hard work!