0.7.36: Temple inner door textures [RESOLVED]

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BansheeXYZ
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0.7.36: Temple inner door textures [RESOLVED]

Post by BansheeXYZ » Wed Feb 06, 2019 12:35 pm

I've noticed a difference between classic and DFU with regards to temple inner doors, metal vs wood. This is Kynareth.
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Hazelnut
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Re: 0.7.36: Temple inner door textures

Post by Hazelnut » Wed Feb 06, 2019 10:13 pm

Kynareth temple what location exactly?

BansheeXYZ
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Re: 0.7.36: Temple inner door textures

Post by BansheeXYZ » Thu Feb 07, 2019 1:46 am

Hazelnut wrote:
Wed Feb 06, 2019 10:13 pm
Kynareth temple what location exactly?
This one was probably Aldingwall or Inner Altar of Kynareth. But I don't think it matters, I think every Kynareth has orange on the left and black on the right.

Not all temples are the same, though. If you travel to temples in other regions, the doors change. Someone will maybe need to look at classic a bit harder to see if this was intentional or not. It's definitely possible that they're supposed to be wood all the time like DFU and classic is just screwing up. But it's also possible that classic did something here to add variety between them.

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Midknightprince
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Re: 0.7.36: Temple inner door textures

Post by Midknightprince » Thu Feb 07, 2019 8:45 am

BansheeXYZ wrote:
Thu Feb 07, 2019 1:46 am
Hazelnut wrote:
Wed Feb 06, 2019 10:13 pm
Kynareth temple what location exactly?
This one was probably Aldingwall or Inner Altar of Kynareth. But I don't think it matters, I think every Kynareth has orange on the left and black on the right.

Not all temples are the same, though. If you travel to temples in other regions, the doors change. Someone will maybe need to look at classic a bit harder to see if this was intentional or not. It's definitely possible that they're supposed to be wood all the time like DFU and classic is just screwing up. But it's also possible that classic did something here to add variety between them.
You know he's right, I remember looking at it in classic, and thinking how did they get it to look like that, maybe it's something with dosbox..
I never even noticed it with Daggerfallsetup until I just saw this, but he's right.
Something weird with those pillars in classic, I always thought like you said their metal or something.

I don't even know if it means anything, I just remember thinking something along these lines back in the day, and sorry to butt in I thought it was worth a mention :D
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R.D.
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Re: 0.7.36: Temple inner door textures

Post by R.D. » Sun Mar 24, 2019 2:10 pm

I looked into this some but am not sure. I found something, though, that I think may point to the answer. I found that even if in MaterialReader.cs, you change ReverseTextureKey() to always give back a constant value for "archiveOut", the problem doors in those temples will remain unaffected, while all the other textures (including the entrance door) are changed.

I found also that in a dungeon, the textures, including doors, would change, except tapestries did not. (tested in the exit room of Privateer's Hold)

Interkarma, do you know why this happens? I feel like maybe interior doors (and tapestries?) are simply all being instantiated with those default textures, bypassing normal climate swaps, etc.

I also checked temples in other climates. I found:

Classic (Temperate)
Archive Record
074 3 (left door in above screenshot)
174 3 (right door in above screenshot)
374 1 (entrance)

DFU (Temperate)
074 0
074 0
374 1

Classic (Swamp)
474 0
474 3
474 1

DFU (Swamp)
074 0
074 0
474 1

Classic (Desert)
074 3
074 0
074 1

DFU (Desert)
074 0
074 0
074 1

The entrance doors are correct, it is just the interior doors. In DFU both interior doors are using the same "key" value to derive texture and record from, even when the doors show up with two different textures in classic, so that, plus the above information about ReverseTextureKey() not affecting them, makes me think they are not drawing from the same base data.

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Interkarma
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Re: 0.7.36: Temple inner door textures

Post by Interkarma » Sun Mar 24, 2019 10:07 pm

I honestly can't recall, but it's possible internal doors are excluded from climate swaps and just use the base texture archive. I'll dig into that when I can.

Edit: Found cause and solution. Working on implementation.

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Interkarma
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Re: 0.7.36: Temple inner door textures

Post by Interkarma » Mon Mar 25, 2019 3:21 am

Have a merged fix now, it will be in next round of builds.

This was a bit more detailed than expected and required finding some previously unknown game data to get correct doors prior to climate processing. I recall now that I wasn't sure how interior doors were selected back in the early days of DFTFU and just made them all the same until I looked into it deeper. It only took like 4 years. :lol:

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