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Problems with water-overlays in pvrz-files

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  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,981
    Gwendolyne wrote: »
    kiski wrote: »
    And I can confirm that glitches are also around the closed door tiles... Almost all of them. Funny only in my own ares, original areas works, more or less... when you open affected door, glitch is gone, because primary tile is visible, secondary is hidden. And when you close it, secondary lay over the primary one and glitch is back :smile::smile:

    Yes, EE rendering is very messy when it comes to display outdoor maps with 20 doors... It would be fine if developers might explain how they converted legacy tis files to EE engine. @JuliusBorisov is summoned. o:)

    Let's try summoning a developer. @CamDawg , perhaps?
  • argent77argent77 Member Posts: 3,633
    I have released a more complete version of the tis2ovl tool. It can now convert tileset overlays in both directions. More information can be found here.

    Download: GitHub, SHS
    Project: GitHub
    Usage: tis2ovl [OPTIONS]... WEDFILE...
    
    Retrieve information from WEDFILE(s) to convert tileset (TIS) overlays between classic BG2 and
    Enhanced Edition games.
    
    Options:
      -c            Convert TIS overlays from classic to Enhanced Edition mode.
      -e            Convert TIS overlays from Enhanced Edition to classic mode.
                    (Note: Omit -c and -e to autodetect TIS overlay conversion mode.)
      -s path       Search path for TIS files. This option can be specified multiple times.
                    Default: current directory
      -o out_path   Output directory for TIS files. Omit to update source TIS files instead.
      -q            Enable quiet mode. Do not print any log messages to standard output.
      -h            Print this help and exit.
      -v            Print version information and exit.
    

    Examples
    1. This call converts the tileset referenced in AR1000.WED, which also has to be present in the current directory. Conversion mode will be autodetected by the tool. Original TIS file will be overwritten.
    tis2ovl AR1000.WED
    

    2. This call converts the tilesets referenced by AR1000.WED and AR1001.WED, which are searched for in the "tis_input" subfolder. The resulting TIS files will be saved in the "tis_output" subfolder. Only tilesets with overlay tile definitions compatible with classic BG2 will be considered for the conversion.
    tis2ovl -c -s tis_input -o tis_output AR1000.WED AR1001.WED
    
  • AciferAcifer Member Posts: 420
    @argent77: Thank you very much for this fantastic tool!
    It's great that you included a WeiDU-Code as well for easy distribution and installation of upcoming mods using tile2ee . It saves a huge amount of time and reduces download size. Awesome!

    And thank you so much both @kiski and @LavaDelVortel for your kind words. :)
  • deratiseurderatiseur Member Posts: 392
    I'm having a problem with this tool. I place it in a directory along with the AR4400.wed file, then I create two subdirectories: Tis_input and Tis_output. Then I create a .bat file that runs “tis2ovl -c -s tis_input -o tis_output AR4400.WED + pause.” The tool runs, detect my WED, and displays “0 tile updated,” and my map is still glitchy with large square patches of water.
  • AciferAcifer Member Posts: 420
    You do not need this tool anymore, as this is directly included in the latest version of NearInfinity. You should export your tis-file directly in NI using the settings for BG(2)EE. Sorry if this came across as confusing in the G3 thread where I posted the link to this post.
  • deratiseurderatiseur Member Posts: 392
    Okay, thanks for the advice on G3 AND the advice here :)

    So I tried exporting the AR4400 TIS to PRVZ format using the latest version of NI in oBG. The PRVZ-converted TIS in B2EE is still glitchy in-game.
    So I exported the TIS in the normal format, then opened it in the latest version of NI in BG2EE, and from there I exported it as PRVZ. It’s still glitchy in-game.
    What did I do wrong?
  • AciferAcifer Member Posts: 420
    Oh, I guess oBG1 uses yet another overlay system than oBG2 - maybe that's why?
    Unfortunately, I don't know anything about oBG1 water.
    Would it be possible to use the oBG1 MOS file and the BGEE TIS file to create your new area?
  • argent77argent77 Member Posts: 3,633
    oBG1 uses a different, simpler, method for water overlays. It is not trivial to convert BG2 water to BG1 water. However, in BGEE the BG2 overlay method can be explicitly enabled in the WED file by setting the "Movement type" field in the primary overlay structure to 2 (Alternate rendering). Some of the vanilla game maps already use it (e.g. AR2600 - Candlekeep).
  • deratiseurderatiseur Member Posts: 392
    Okay, thanks, it works. I'll finally be able to finish my “The Pasture” arena. Well, I'd really like to mirror it, but that's not working either. I'm such an idiot—I can't even use the tools provided properly.
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