Skip to content

InfinityEngine - Enhancer

theforgotten69theforgotten69 Member Posts: 9
edited September 2025 in General Modding
Hi all!

I wanted to showcase my mod, called InfinityEngine-Enhancer. What is it though?

It's a modification that runs as soon as you launch the game that allow currently:
  1. Upscaling all tiles through PVRZ/TIS. We can for instance scale 4x what the current game offers and it does without any ARE/WED files modifications, making it compatible with virtually all mods barring concurrent TIS/PVRZ
  2. Some niceties regarding Tile rendering such as better filtering

Other features will follow through, but the above features are already big enough to release:

However, by default, the mod won't do anything as there aren't any upscaled tiles available or in the game. Hence why I released its companion mod: BGEE Graphics Enhanced

I began with BGEE and you can follow the status through the README, but all games locations will be upscaled.

Installation:
  1. Install EEex (and huge kudos to Bubb)
  2. Download the latest release from BGEE-Graphics-Enhanced
  3. Launch your game through `InfinityLoader.exe`
  4. Profit
    [/list

    Some images (you should definitely zoom 😛 ):
    InISuMN.jpeg
    pndUyQW.jpeg
    zyFLEy6.jpeg
    37PxEFR.jpeg
    XvRVwfn.jpeg


    Album: https://imgur.com/a/cLPJywn
Post edited by theforgotten69 on

Comments

  • IllustairIllustair Member Posts: 899
    I’m on my phone right now, so I can’t check fullscreen, but this looks promising. The samples look great.
  • theforgotten69theforgotten69 Member Posts: 9
    Available as weidu/iemod:
    https://github.com/TheForgotten69/BGEE-Graphics-Enhanced/releases

    Let me know for any performance/crash/issues
  • TekidekTekidek Member Posts: 15
    edited September 2025
    Wow this looks incredible from the preview! I'll test it soon after I finish my current BG2 run.

    I'm not a modder, so I must ask: Is this compatible with BGGO?

    And I think you'd be interested in drunk tiefling's shader stuff too.
    Post edited by Tekidek on
  • theforgotten69theforgotten69 Member Posts: 9
    Thanks! Here's another one: https://imgur.com/a/cLPJywn
    For now I'm only touching vanilla files and it's more of a test phase, I'll need to contact the BGGO modder and check which area are affected :)
    Yeah I saw it but some of them (fpdraw mainly) won't work as much, i have some shaders already that will - I'll share it down the line
  • IllustairIllustair Member Posts: 899
    But since this only enhances the art files, I suppose compatibility shouldn’t be much of an issue, right? That it should theoretically be compatible with substantially all mods?
  • theforgotten69theforgotten69 Member Posts: 9
    Illustair wrote: »
    But since this only enhances the art files, I suppose compatibility shouldn’t be much of an issue, right? That it should theoretically be compatible with substantially all mods?

    Yup I've edited the main post to reflect this:
    Upscaling all tiles through PVRZ/TIS. We can for instance scale 4x what the current game offers and it does without any ARE/WED files modifications, making it compatible with virtually all mods barring concurrent TIS/PVRZ
    The only thing left is just conflicts, I think BGGO is editing night maps mostly, I haven't touched them yet
  • IllustairIllustair Member Posts: 899
    They all look great! I'm sure it'll be a huge undertaking but I hope you'll be able to finish the entire saga. I'm curious though, could a similar trick be done with the character models?
  • theforgotten69theforgotten69 Member Posts: 9
    edited September 2025
    Yeah I'll definitely get to it and make it known :)
    As for the character models, no such trick haha, it requires first to patch the game engine but I haven't check the sprites quality yet, I fear they might be too low res to do something in their current state, we'll see
  • TekidekTekidek Member Posts: 15
    BGGO also has some day maps. As for the character sprites; that would be revolutionary! I wonder if the AutoSpriter would help?
  • theforgotten69theforgotten69 Member Posts: 9
    Tekidek wrote: »
    BGGO also has some day maps. As for the character sprites; that would be revolutionary! I wonder if the AutoSpriter would help?

    Best bet for now is just to install this mod before BGGO then, should be compatible but obviously no upscale for anything that BGGO touches.
    Good find, that would still be quite an endeavor as there are lots and lots of sprite, and I suck at anything 3D related. Maybe someone will be motivated though
  • theforgotten69theforgotten69 Member Posts: 9
    Published another chunky update on the upscales: https://github.com/TheForgotten69/BGEE-Graphics-Enhanced/releases/tag/v0.2.0

    Only 100 maps left and then I'll do some touch ups and EET compatibility and move onto BG2!
  • IllustairIllustair Member Posts: 899
    Didn't expect the progress to be this fast. Thanks, man.

    If you could check the sprites at some point, as mentioned, that would be great too.
  • ErykErykErykEryk Member Posts: 116
    for me it looks like this unfortunately
    82by1er5q7cp.png
  • ErykErykErykEryk Member Posts: 116
    edited October 2025
    I use Shades of the Sword Coast mod by Weasel Mods, probably it is changing some areas - is this why?
  • ErykErykErykEryk Member Posts: 116
    also animated parts do this and shiver

    ubah7srnb7t9.png
  • TekidekTekidek Member Posts: 15
    ErykEryk wrote: »
    for me it looks like this unfortunately
    82by1er5q7cp.png

    Same here, on a fresh install. It has nothing to do with your SotSC mod. The animated parts lines also happen in the Denoised Areas Mod, which I recommend you use until this one gets fully ironed out.
  • theforgotten69theforgotten69 Member Posts: 9
    edited October 2025
    ErykEryk wrote: »
    for me it looks like this unfortunately
    Tekidek wrote: »
    ErykEryk wrote: »
    for me it looks like this unfortunately

    Same here, on a fresh install. It has nothing to do with your SotSC mod. The animated parts lines also happen in the Denoised Areas Mod, which I recommend you use until this one gets fully ironed out.


    I haven't updated my github yet but please download all fles: https://www.nexusmods.com/baldursgate/mods/105. All maps are done and playable.
    Order is main file -> patch -> seams shader which will help grealty with animates tiles (you won't see much lines but shiver will be light)
    Enjoy :)
  • BrockBrock Member Posts: 23
    On Nexus, several packages need to be downloaded. Could you please upload the latest version to GitHub and make it available as a single download package? I want to install it with Project Infinite.
  • asmlasml Member Posts: 5
    Hi @theforgotten69,

    A follow-up to my post about the area tiles on Mac. Last year you wrote that HD sprites aren't a simple trick because the engine has to be patched first. On the Mac EE I found a way that needs no patch, and it now works in game.

    How it works. The engine builds each creature on the CPU in an "FX surface" at 1:1 (palette, colour ranges, tints, walls, equipment layers), then draws a single quad. So instead of patching the renderer, every BAM frame stays at engine scale and carries three things:
    - markers that the shaders can read;
    - a "probe" rectangle exactly where the original sprite was, so the engine applies walls, transparency and selection to it at 1:1;
    - the HD image, with the same palette indices.

    VPDRAW shrinks the quad back onto the probe, and FPDRAW samples the HD image and masks it with the probe. Everything else goes through Beamdog's shader code, unchanged. Equipment works because all layers of one FX surface get the same frame geometry, computed from the engine's own CalculateFxRect rules. Dragons, wyverns and the Demogorgon are drawn with FXBltFrom (quad clipped to the viewport, frames sharing corners in the atlas), so they use a second layout that the fragment shader decodes per pixel.

    Where it stands (BG2:EE 2.7.3, M1 Max):
    - All 17 creature animation classes convert: the 10,284 BAMs the engine loads for creatures, listed by running every animation constructor (INI file included) in an emulator. Every frame passes a check by calculation.
    - One in-game test with a creature of every class on the same screen: a red dragon (9 tiles), the Demogorgon, wyverns, equipped characters of every size class, layered monsters, animals. Everything is HD, in place, with walls dithering as usual (screenshots below).
    - The HD art is only Scale4x for now. This was a pipeline test; real art (AI upscales or 3D re-renders) is the next step, and the runtime doesn't depend on it.

    Every creature class on one screen:
    0i69pclxa0bq.jpg

    The red dragon, drawn as 9 tiles:
    bl28w0stpucs.jpg

    The Demogorgon, wyverns and layered monsters:
    6d7x7aeh7oan.jpg

    Equipped characters (body, weapon, shield and helmet layers) and other creatures:
    1lvb0t4fl3z5.jpg

    Why I'm posting it here.
    1. It's the sprite counterpart of the FPSEAM shader: a DLL-free path. It should also work on Linux, and on Windows for players who can't or won't use a DLL (untested so far).
    2. bg2hd's runtime is built on a patched version of your Enhancer. A shared target format could let the same HD sprites run everywhere: an HD BAM set (same names and cycles, k× frames, same palette indices) goes through one converter. Spec and tools (MIT): https://github.com/alejandrosml/silicon-coast-sprites
    3. Two constraints worth knowing: "Always Dither" must stay on (with it off, walls erase texels instead of halving them), and the CPU cost grows with k², because the engine copies every layer into the FX surface each frame.

    Would you be interested in comparing notes on the sprite side? Happy to test anything on Apple Silicon.
  • IllustairIllustair Member Posts: 899
    Wow! So beautiful!
Sign In or Register to comment.