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Re: Stretched or repeating textures

Posted: Thu May 02, 2019 6:39 pm
by pango
First, Kozanset variants of the same... Do they need to be fixed separately?
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Re: Stretched or repeating textures

Posted: Thu May 02, 2019 6:39 pm
by pango
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Re: Stretched or repeating textures

Posted: Thu May 02, 2019 6:41 pm
by pango
Then I noticed issues with roof, maybe that the kind of thing you were trying to fix?
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Re: Stretched or repeating textures

Posted: Thu May 02, 2019 6:54 pm
by pango
And now for something completely different...
Daggerfall treasury room that started to melt
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Re: Stretched or repeating textures

Posted: Thu May 02, 2019 7:51 pm
by Ferital
pango wrote: Thu May 02, 2019 6:41 pm Then I noticed issues with roof, maybe that the kind of thing you were trying to fix?
That was not with this model but it's probably the same issue. However I couldn't check your saves, it says "Terrain sampler changed, Repositioning the player" and I'm immediately teleported outside the town.
pango wrote: Thu May 02, 2019 6:54 pm And now for something completely different...
Daggerfall treasury room that started to melt
Same issue with the UVunpack method. If I comment it out, it works (but then many other planes are broken).

Re: Stretched or repeating textures

Posted: Thu May 02, 2019 10:42 pm
by King of Worms
"Terrain sampler" msg is because Pango uses Distant terrain mod. So either you install it, or Pango need to deactivate is and create new save files.

Ive found that the cheaper ship model (cost 100 000) is FULL of texture issues.

Ill post some saves and screens. But its around 10 or more bugs..

Re: Stretched or repeating textures

Posted: Fri May 03, 2019 1:16 am
by Interkarma
Ferital wrote: Thu May 02, 2019 7:51 pm Same issue with the UVunpack method. If I comment it out, it works (but then many other planes are broken).
The trouble with the classic UV formats is they're so specific to the XnGine software renderer. They don't translate back to modern 0-1 domain without some blood in water. Fix one thing and break another - it's frustrating to be sure. I beat my head against the wall for years on this one in the early days to end up with the previous setup - and it was still far from perfect.

Your approach of patching the UV coordinates is a much better one, I think. It might be more manual but eventually all of these problems can be fixed. :)

Re: Stretched or repeating textures

Posted: Fri May 03, 2019 3:33 am
by pango
Ferital wrote: Thu May 02, 2019 7:51 pm However I couldn't check your saves, it says "Terrain sampler changed, Repositioning the player" and I'm immediately teleported outside the town.
Arg. As KoW said, I was using Distant terrain mod...

(by the way, relocating the player in towns for using a different terrain generator looks a bit heavy handed, can terrain generators change the height of towns?)

Re: Stretched or repeating textures

Posted: Fri May 03, 2019 8:12 am
by Ferital
Interkarma wrote: Fri May 03, 2019 1:16 am The trouble with the classic UV formats is they're so specific to the XnGine software renderer. They don't translate back to modern 0-1 domain without some blood in water. Fix one thing and break another - it's frustrating to be sure. I beat my head against the wall for years on this one in the early days to end up with the previous setup - and it was still far from perfect.

Your approach of patching the UV coordinates is a much better one, I think. It might be more manual but eventually all of these problems can be fixed. :)
I understand what you experienced, I also came to the conclusion there isn't a perfect solution for interpreting weird DF UV coords. At least as you say, all models which do not translate well in moden engines can be patched at runtime. In the end, we might be able to remove the UVunpack method entirely. :)

Re: Stretched or repeating textures

Posted: Sat May 11, 2019 6:55 pm
by Hazelnut
Just checked a couple of spots of stretched textures from my test save collection and they're sorted, great work!