The blurriness is either texture filtering or anti aliasing being applied. It's a lazy way of removing the pixelation from BG's old art assets, rather than re-rendering the old backgrounds/character art. (which probably don't exist anymore)
Believe it or not, all of the outdoor areas in Baldur's Gate actually fit together graphically, even though they are meant to be individual locations with hours of travel between them. I discovered this when I linked Beregost together with High Hedge in Photoshop. They link up perfectly, even connecting two halves of the same tree together. Not a pixel wrong along that entire border.
Yeah, there is a very slight difference in ground colour in the centre of that border, but there are many trees that are connected up perfectly if you join those two areas, including a large one to the top of the border. It's pretty amazing and it shocked me when I discovered it.I think "perfectly" is a bit of an exaggeration, but yeah, I sort of posted about this on the cities thread:
Ah, looks like someone else has discovered this too then. It goes a little bit weird when you try to join up Baldur's Gate to the rest of the map though. Those areas that make up the city seem to overlap somewhat.
Yeah, I know. It's obvious when you play the game. It's just that the Baldur's Gate maps don't connect with the rest of the maps nicely, which probably explains why they aren't connected in Infinitron's link. If I remember correctly, they are rendered slightly closer than the rest of the maps, and also have small overlaps so that if you try lining them up in the north western 3x3 space it all looks out of place.The city itself was always known to have been done that way.
Do you mean the city of Baldur's Gate or the whole game world? If you mean the city then yeah, I agree, as there's no travel time between its maps. One thing you would lose is the ability to use the map edges to "fast travel" to different areas of the city, but this was always annoying when trying to get to the north eastern section of the city with that dividing wall through the middle. You'd end up on the wrong side every time.It would be so sweet if all the main areas of Baldur's Gate could be joined together to form one massive area. With the widescreen mod, it would look gorgeous.
What I meant was, it seems they didn't use option 2). Instead, they rendered first *everything* to a lowres image, and then scaled it up to the size of screen, applying therefore the blur to the *entire* image.
I'm writing about method of drawing shit on the monitor (yeah, that's what 'rendering' means), not fucking assets!Considering that they (BD) said that Bioware deleted all the original assets and they didn't have access to it, it's unlikely that they re-rendered anything.........
Nobody understands me!It's also highly unlikely that they first scaled it down, to then scale it up again. Or rather, it wouldn't make sense.
Oh, I understood what you meant. That's how I, as a complete amateur in that field, make larger images from small ones, and while the result doesn't look completely horrible, it will always be somewhat blurry.Nobody understands me!
Nobody understands me!
I render stuff at work, but not for games. What I meant is creating larger images from small ones where you don't have a source and getting rid of the pixels by alternating up and down scaling with non-integer multipliers. For some game-related stuff, I made this image from this original. Of course, it's blurry. No idea how to do this professionally.Yeah, it's something like that
http://www.baldursgate.com/enhancements.en.html said:Baldur's Gate: Enhanced Edition Features
New Cinematics
All of the Baldur's Gate cinematics have been replaced with beautifully hand painted animated cinematics, directed by Nat Jones.