AR0714, Waukeen’s Promenade debris, upscaled to four times the original resolution

Maps · The process

Every area is processed
separately.

Each Baldur’s Gate II background starts with the game’s own pixels, grows to four times its original resolution, then goes back into the engine.

  • resolution
  • 369maps inventoried
  • Day / nighthandled separately

The short version

Every map follows the same process.

The pipeline does the repetitive work. The important choices and the final green light still stay human.

  1. 01

    Extract

    The game tiles are rebuilt into one complete image.

  2. 02

    Inspect

    Doors, water, transparency and night versions are spotted first.

  3. 03

    Split

    Large areas are divided into overlapping pieces.

  4. 04

    Upscale

    SeedVR2 7B rebuilds detail at four times the resolution.

  5. 05

    Put it back

    The image becomes BG2EE tiles again, ready for checking.

Why this model

Generative AI stays
faithful to the game.

A normal resize makes the image bigger and keeps the blur. SeedVR2 7B is a generative AI upscaler: it rebuilds believable detail in stone, roofs and ground textures.

It does not start from a free-form prompt. The game pixels stay in charge. Composition, shapes, colours and the overall style must still feel immediately like Baldur’s Gate II.

More detail. Not a new art direction.
Local ComfyUI workflow
Local ComfyUI graph loading AR0714, upscaling it with SeedVR2 7B and saving the x4 result
My local ComfyUI graph: load the map, run SeedVR2 7B, save the x4 image.
ComfyUIEverything runs locally
RTX 5090The GPU doing the calculation
≈ 20 minFor one of the largest maps, complete day + night

From 1 to 10 pieces

Resolution determines
the number of pieces.

Small maps stay whole. Larger ones are divided by source resolution, so every SeedVR pass keeps enough useful context.

1≤ 1.8 Mpx
2≤ 3.6 Mpx
4≤ 7.2 Mpx
6≤ 10.8 Mpx
8≤ 14.4 Mpx
10> 14.4 Mpx
AR0700 · Day · 19.66 Mpx

Waukeen’s Promenade, separated into ten real SeedVR outputs.

Each piece includes a little of its neighbours. Those shared margins keep walls, roofs and streets coherent right across a cut.

Waukeen’s Promenade map piece 101
Waukeen’s Promenade map piece 202
Waukeen’s Promenade map piece 303
Waukeen’s Promenade map piece 404
Waukeen’s Promenade map piece 505
Waukeen’s Promenade map piece 606
Waukeen’s Promenade map piece 707
Waukeen’s Promenade map piece 808
Waukeen’s Promenade map piece 909
Waukeen’s Promenade map piece 1010
Waukeen’s Promenade reassembled after ten SeedVR passes
Ten pieces · one exact imageClean joins, no rescaling.
128 px

A clean join without hiding it under blur.

The pieces overlap by 128 source pixels. Once SeedVR is finished, the inner margins are removed and the useful centres are placed edge to edge. The final image returns to the exact expected size.

One area, several states

The same area can have
several states.

BG2EE does not always display one fixed background. Some tiles can change, and day and night are separate images.

Primary / secondary tiles

A door is only a few different tiles.

The engine swaps small parts of the map when a door opens or a set piece changes. Both states use the same scale and the same split, so the switch stays natural.

Alternate secondary tile state in the City Gates area Primary stateSecondary state
Day / night

Night is not a colour filter.

It has its own lights, shadows and colours. Day and night get separate upscale runs, separate builds and separate in-game checks.

City Gates area at night, upscaled to x4 DayNight

Built to handle a lot of maps

Claude and Codex helped me
build the pipelines.

I built the tools with Claude and Codex. They inspect areas, prepare the cuts, send jobs to local ComfyUI, reassemble the outputs and rebuild the game files. Once a recipe is ready, several areas can run as a batch.

MapsPipelineComfyUIBG2EE build

Small map · One pass

AR0714 fits
in one piece.

At 1152 × 1152 pixels, this area can go through SeedVR in one pass. No large-scale splitting is needed.

Source
1152 × 1152
Output
4608 × 4608
Scale
Exactly ×4
AR0714 upscaled with SeedVR2 7B Original ×1SeedVR ×4
Drag the handle and look at the broken stone, roofs and small ground details.

Back in the game

That is when a bigger image
becomes a real BG2 map.

Exact dimensions, clean joins, working variants — and one last pair of human eyes.