@argent77 discovered that the PVRZ are different and updated NI to recognize them too. Haven't tried it out myself, but I think that they should work.
@CrevsDaak: Ok, I guess we can try it on iPad, first try to export all mos files from BG2:EE with mass export function of NI, and put relevant files (those which are in the mod folder in the OP) in BG:EE, and see if they display correctly. If they do, export all other files that are in the mod folder and that should be all (though that takes some time).
@CrevsDaak: Sorry, forgot about PVRZ files (as they are also called mos files). Hmm well, the inventory works as do side panels. Do all in-game windows have correct images? (excluding bams of course). If only start screens are messed up it can be fixed individually.
@kungfuhobbit: After the patch is out, I'll start another thread about it. It will require different file for every resolution, fortunately, it's not much work, so I should be able (hopefully) to create it for everyone who asks.
@Pecca I've seen in several instances that different platforms or localizations appear to store graphics differently within PVRZ files. Sometimes even the button graphics looks differently. You can't even be sure that the graphics will stay the same after a game update.
One way to tackle the problem is by creating a set of independent PVRZ files (with new indices to make sure they don't overwrite existing files) and update the associated MOS files to refer to the new PVRZ files. This is a lot of work though.
A better option is probably to avoid using PVRZ files at all and use the old MOS v1 format to store the GUI graphics. Since BG(2)EE is compatible with the original BG(2) games, the EE games should support that format on all available platforms. The only disadvantages of this option I can think of are the limited number of colors (up to 256) for each MOS file and the limited transparency support (MOS v1 only support full or no transparency). Although I don't know if the latter is a relevant issue for GUI graphics.
Just need to edit 2/3 bams (I don't remember which...) for avoid the game crash.
However for the sharing, the problem is that we need to edit the x & y values in the chu files and make different mos files... for all available resolutions.
@argent77: Yeah, exporting mos and even bam files as v1 shouldn't take that long. I think that only the semi-transparent dialog windows need to be v2. I have one question - what is the difference between compressed and uncompressed v1 files?
Turns out that a lot of bams contain semi-transaprent pixels too.
More often than not semi-transparency is used only to create anti-aliased edges. The converted BAM v1 counterparts shouldn't look much worse in those cases.
Gui buttons seem to not work still they are black boxes. Like this
I've deleted the offending files cpen, guibtact, guilsop etc and replaced them with Archaic's brown colored gui buttons. It works then (2nd screenshot) but inventory seems funky:empty slots look too black and empty and items that can not be used are grayed out instead of red. Will experiment with the different files.
Deleted inventory slot files, stonamulet, stonboot etc. This reverted them back to vanilla blue. I can live with that.(first shot) However dialogue box is still black. Which file do I have to delete to revert it back to original? Other components seem to work ok.
It is better than the first try, brown columns work okay. Buttons are troublesome but I can fix them manually. Umm, which file is responsible for dialogue box change? I need to revert it back to normal and it will be okay
@lunar: Does the option screen work for you? It's also PVRZ. Dialog boxes are GUIWDMB0, GUWBTP20 and GUWBTP30.
@argent77: Have you any idea why this doesn't work? The v1 bams work well. But I saved bams, which would loose anti-aliasing, in PVRZ format, and they don't show on android.
If I won't figure it out, I will make all bams and mos files the old version, which seems to work, but they will loose smooth edges. I will also leave dialog boxes alone and release it as an android version. I would prefer to figure it out though.
Have you any idea why this doesn't work? The v1 bams work well. But I saved bams, which would loose anti-aliasing, in PVRZ format, and they don't show on android.
I can't say much about the mobile versions of BGEE. It appears however that their PVRZ files are using a new pixel format which is supposed to be more suitable for mobile devices.
Decoding support has already been implemented into the latest NI version (although it was a real PITA to figure out the decoding algorithm). It's a proprietary format however, so you'll likely never see a converter that can create PVRZ files in that particular pixel format.
It is quite possible that the pixel format used in PVRZ files of the PC/Mac versions isn't even supported in the Android version of the game.
I looove thebrown gui. I've used Archaic's brown button files and they work well maybe you can check them and see how they are different and compatible? My Ipad game looks very nice to my eyes now. I have my own custom spell casting graphics, too and bigger fonts from Archaic gui. Looking cool. :-) thank you very much for this mod!
Is it possible to just insert the quick loot bar into the BG:EE gui, or is that hopelessly entangled with all the other gui files? All I really want in the quick loot bar in the android version of the game, but I understand if that is not an easy request.
Comments
Edit: even with the PVRZ it is showing all shitty
*Thankyou* I can't wait until you can release this option!
One way to tackle the problem is by creating a set of independent PVRZ files (with new indices to make sure they don't overwrite existing files) and update the associated MOS files to refer to the new PVRZ files. This is a lot of work though.
A better option is probably to avoid using PVRZ files at all and use the old MOS v1 format to store the GUI graphics. Since BG(2)EE is compatible with the original BG(2) games, the EE games should support that format on all available platforms. The only disadvantages of this option I can think of are the limited number of colors (up to 256) for each MOS file and the limited transparency support (MOS v1 only support full or no transparency). Although I don't know if the latter is a relevant issue for GUI graphics.
http://nsa34.casimages.com/img/2014/04/19/140419033722959454.jpg
Just need to edit 2/3 bams (I don't remember which...) for avoid the game crash.
However for the sharing, the problem is that we need to edit the x & y values in the chu files and make different mos files... for all available resolutions.
I've deleted the offending files cpen, guibtact, guilsop etc and replaced them with Archaic's brown colored gui buttons. It works then (2nd screenshot) but inventory seems funky:empty slots look too black and empty and items that can not be used are grayed out instead of red. Will experiment with the different files.
However dialogue box is still black. Which file do I have to delete to revert it back to original? Other components seem to work ok.
@argent77: Have you any idea why this doesn't work? The v1 bams work well. But I saved bams, which would loose anti-aliasing, in PVRZ format, and they don't show on android.
I deleted the dialogue box files and it looks good now. Mod's bulk is brown gui and it works. Only buttons are needed to be changed.
I would prefer to figure it out though.
Decoding support has already been implemented into the latest NI version (although it was a real PITA to figure out the decoding algorithm). It's a proprietary format however, so you'll likely never see a converter that can create PVRZ files in that particular pixel format.
It is quite possible that the pixel format used in PVRZ files of the PC/Mac versions isn't even supported in the Android version of the game.
@cmk24: I kinda expected they're going to implement it. It isn't difficult, but I'm going to base any more work on the next patch.