0.7.32 (Win 7 x64) - Some modded lights are buggy

Report specific bugs in Daggerfall Unity. Please read guidelines before posting.
Post Reply
User avatar
King of Worms
Posts: 1271
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by King of Worms » Tue Jan 22, 2019 2:02 pm

When I replace the original lights archive 210_x-x with a upscaled sprites using DFMOD I get bugs on some lights
I use read/write enabled flag on the lights
Plus the modded animated lights which are held in the inventory have cca 2x slower animations than they have in a game world

Saves to download
: https://mega.nz/#!aupnyADL!gSkZWfYYvm_E ... C5rb3h5igs

210_12-0 (Blue light) - it shows whole light archive inside it
01.jpg
01.jpg (590.17 KiB) Viewed 482 times

210_11-0 (Round light) - in dungeons its working, outside only the vanilla low res image is presented (almost as if it was another sprite - not from 210 archive - but I failed to find it anywhere else in Imaging)
03.jpg
03.jpg (483.98 KiB) Viewed 482 times

Than I found out the burning skull on a stick (210_6-x) is sometimes rendered low res outside, I GUESS its might be cause by the game using the sprite from the 101 archive (101_12-x) Thats the only place Ive found this animated light other than in 210. Can that sprite be replaced in a same manner 210 sprites are working?
02.jpg
02.jpg (853.48 KiB) Viewed 482 times

Thank you!
Last edited by King of Worms on Tue Jan 22, 2019 2:13 pm, edited 1 time in total.

User avatar
King of Worms
Posts: 1271
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by King of Worms » Tue Jan 22, 2019 2:10 pm

Than there is this bug report by Pango here at a last post on the page plus a post on a next page.
Basically this sprite is not altered by my mod but is still influenced by modding the rest of the 210 archive.
Possible atlas overflow or?
It happens only when my mod is activated.

https://forums.dfworkshop.net/viewtopic ... &start=320

User avatar
TheLacus
Posts: 770
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by TheLacus » Wed Jan 23, 2019 9:10 pm

King of Worms wrote:
Tue Jan 22, 2019 2:02 pm
210_12-0 (Blue light) - it shows whole light archive inside it
210_12-0 is not listed as emissive so the emission atlas is not overriden and use the UV for albedo, which doesn't make use of an atlas if you replace it. I'm going to push a fix.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
King of Worms
Posts: 1271
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by King of Worms » Thu Jan 24, 2019 11:03 am

Thank you, this light was clearly out of order :)
Not sure about the rest now...

Btw, is there a way to change the light emited from these sources so its not this LED bright light, but something yellow-ish and soft?
Like the lights by Alexander Sig in his Handpainted models?

User avatar
King of Worms
Posts: 1271
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by King of Worms » Sat Jan 26, 2019 7:16 pm

Hi, Ive experimented some more

The skull on stick light (210_6-x) in the screenshot is NOT the one from a 101 archive (my prev theory)
Ive upscalled the one from 101 archive and the "vanila look" problem persists (plus the one from 101 looks a bit different Ive noticed)

This means that when this 210_6-x torch is outside, it simply resets to vanila sprite.
And Im quite sure the same thing is happening with the Round light 210_11-0
EDIT: Found another torch which is ok in the interriors but vanila in exteriors 210_20-x

The street lantern 210_28-0 is showing the same behavior - it stays vanila eventho the upscalled version is loaded in the DFMOD.

Conclusion - some ( all? ) lights reset to vanila when rendered in exteriors


All this has one good result so far - Ive switched the 210-6 torch with the one from 101 E3 lights archive. Because it has one more animation frame and has slightly better shading. In dungeons, it works and looks nicely.

PS: DO ALL lights require "read/write enabled" flag? Or just those which are animated? I have it enabled on all lights from 210...

User avatar
TheLacus
Posts: 770
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by TheLacus » Fri Feb 08, 2019 8:10 pm

Light billboards for exteriors use an atlas, so you need to enable read/write flag and ensure not to exceed atlas size and cause textures to be resized. Please try with a single texture like i did here:
2019.02.08-21.02.png
2019.02.08-21.02.png (726.12 KiB) Viewed 282 times
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
King of Worms
Posts: 1271
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by King of Worms » Fri Feb 08, 2019 8:51 pm

Atlas overflow here we go again than :o
Ive got Read/write enabled flag on all lights
And Ive kept the lights size in check, nothing excessive at all...

Is this exterior lights atlas somehow much smaller than the others?

And thank you for pinpointing the issue mate!

User avatar
TheLacus
Posts: 770
Joined: Wed Sep 14, 2016 6:22 pm
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by TheLacus » Tue Feb 19, 2019 12:51 pm

King of Worms wrote:
Fri Feb 08, 2019 8:51 pm
Atlas overflow here we go again than :o
Ive got Read/write enabled flag on all lights
And Ive kept the lights size in check, nothing excessive at all...

Is this exterior lights atlas somehow much smaller than the others?

And thank you for pinpointing the issue mate!
Size is 4096x4096. I can investigate allowing 8192x8192 on supported hardware but that size for all atlases would be noticeable on vram usage.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

User avatar
King of Worms
Posts: 1271
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow
Contact:

Re: 0.7.32 (Win 7 x64) - Some modded lights are buggy

Post by King of Worms » Tue Feb 19, 2019 2:41 pm

Thanks for the update on the size.

4kx4k It will be sufficient I think. Also, with AlexanderSig updating his 3d models with some more lights, I can remove those from my mod - as I consider these 2 mods complimentary.

I also plan to investigate on what specific lights can be placed in the inventory, that will help me optimize a bit more as well.

Post Reply