Stretched or repeating textures

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Ferital
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Re: Stretched or repeating textures

Post by Ferital » Mon Apr 08, 2019 1:39 pm

Thanks a lot for these saves Banshee.

Actually the wall was not a game data bug but a DFU one. For information, each texture coordinate in classic should be a multiple of 16, but apparently some were not and as such, were not processed correctly through our UV unpacking method.

Anyway, I fixed this as well as the 3 houses entrance doors (PR updated).

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Ferital
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Re: Stretched or repeating textures

Post by Ferital » Tue Apr 09, 2019 9:46 am

pango wrote:
Sun Mar 17, 2019 6:01 pm
Another famous stretched texture, at a Y corridor branching (Tricerrock's Web, Wayrest)
Screenshot.jpg

In a Steep video: https://www.youtube.com/watch?v=GKfl6FgpVz8&t=1895
I just fixed this one as well (PR updated again).

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pango
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Re: Stretched or repeating textures

Post by pango » Sat Apr 13, 2019 6:47 pm

A similar issue on a shop frontage on the marketplace of Ephesus city, Ephesus.
ephesus - dfu.jpg
ephesus - dfu.jpg (196.77 KiB) Viewed 557 times
The texture is not correct in Daggerfall classic either.
ephesus - classic.jpg
ephesus - classic.jpg (153.66 KiB) Viewed 557 times
Attachments
SAVE1.zip
(510.01 KiB) Downloaded 21 times
When a measure becomes a target, it ceases to be a good measure.
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BansheeXYZ
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Re: Stretched or repeating textures

Post by BansheeXYZ » Sat Apr 13, 2019 9:14 pm

Don't these fixes affect all iterations of the building? In other words, fixing the general store in one region should apply to other regions? All the regions do is change the texture, not the way it's applied. The bug is in the way it's applied. So I thought.

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Ferital
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Re: Stretched or repeating textures

Post by Ferital » Sun Apr 14, 2019 1:44 pm

@pango, thanks for the report, I'll include this one in my next batch of model fixes.
@Banshee, this is not the same model as the other General store, this one is a specific building with a flat roof used only in desertic countries.

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pango
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Re: Stretched or repeating textures

Post by pango » Sun Apr 14, 2019 9:57 pm

Another one, near the entrance of the Mages Guild of Dragontail, Dragontail Mountains:
Screenshot.jpg
Screenshot.jpg (190.53 KiB) Viewed 501 times
Attachments
SAVE214.zip
(406.85 KiB) Downloaded 15 times
When a measure becomes a target, it ceases to be a good measure.
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BansheeXYZ
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Re: Stretched or repeating textures

Post by BansheeXYZ » Tue Apr 16, 2019 9:23 am

Ferital wrote:
Sun Apr 14, 2019 1:44 pm
@Banshee, this is not the same model as the other General store, this one is a specific building with a flat roof used only in desertic countries.
K, good to know.

3 more textures for you:
moretextures.zip
(392.19 KiB) Downloaded 25 times

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SlainByWoodborne
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Re: Stretched or repeating textures

Post by SlainByWoodborne » Fri Apr 19, 2019 2:38 pm

Win_x64_0.7.91: Several stretched textures

01: This gate in the Orsinium has a stretched stone texture. Should this be wood texture instead?
02: Upvale
03: Upvale
Attachments
Stretched_texture_01_SAVE48.7z
(216.03 KiB) Downloaded 20 times
Stretched_texture_03_SAVE54.7z
(293.32 KiB) Downloaded 18 times
Stretched_texture_02_SAVE53.7z
(278.11 KiB) Downloaded 18 times

BansheeXYZ
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Re: Stretched or repeating textures

Post by BansheeXYZ » Thu May 02, 2019 11:56 am

I noticed that some of the last reports didn't make it in the May builds. You still there Ferital? I have some roofs to report when you're ready.

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Ferital
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Re: Stretched or repeating textures

Post by Ferital » Thu May 02, 2019 5:48 pm

Yes, I started to work on them during April until I came into another problem with our current UV unpacking method, which produces bad results on some roofs precisely. I was completely unable to fix the method without breaking more models. So I did some reverse engineering to understand how classic actually deals with texture coordinates. But what I found (it was last week) left me quite... perplexed. For devs, after a bsa record from arch3d.bsa has been read, the whole dword value containing both U and V is multiplied by 16. I didn't went further to see how the engine itself handles this when it's using the coordinates for rendering. So I left this for now, it was too much time consuming and I will focus on correcting bad game data at the moment.

So Banshee, to answer your question, you can still post about texture coordinates problems here. I will start to work on them again later in the month, when I'll get some real life time to do that. :)

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