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Re: Stretched or repeating textures

Posted: Mon Apr 08, 2019 1:39 pm
by Ferital
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).

Re: Stretched or repeating textures

Posted: Tue Apr 09, 2019 9:46 am
by Ferital
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).

Re: Stretched or repeating textures

Posted: Sat Apr 13, 2019 6:47 pm
by pango
A similar issue on a shop frontage on the marketplace of Ephesus city, Ephesus.
ephesus - dfu.jpg
ephesus - dfu.jpg (196.77 KiB) Viewed 2176 times
The texture is not correct in Daggerfall classic either.
ephesus - classic.jpg
ephesus - classic.jpg (153.66 KiB) Viewed 2176 times

Re: Stretched or repeating textures

Posted: Sat Apr 13, 2019 9:14 pm
by BansheeXYZ
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.

Re: Stretched or repeating textures

Posted: Sun Apr 14, 2019 1:44 pm
by Ferital
@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.

Re: Stretched or repeating textures

Posted: Sun Apr 14, 2019 9:57 pm
by pango
Another one, near the entrance of the Mages Guild of Dragontail, Dragontail Mountains:
Screenshot.jpg
Screenshot.jpg (190.53 KiB) Viewed 2120 times

Re: Stretched or repeating textures

Posted: Tue Apr 16, 2019 9:23 am
by BansheeXYZ
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 106 times

Re: Stretched or repeating textures

Posted: Fri Apr 19, 2019 2:38 pm
by SlainByWoodborne
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

Re: Stretched or repeating textures

Posted: Thu May 02, 2019 11:56 am
by BansheeXYZ
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.

Re: Stretched or repeating textures

Posted: Thu May 02, 2019 5:48 pm
by Ferital
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. :)