Stretched or repeating textures

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King of Worms
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Re: Stretched or repeating textures

Post by King of Worms » Thu Jun 27, 2019 1:09 pm

Thanks for update .)
Are u able to do texture swaps as well? I think these are completely wrong textures... but even if you cant, just aligning them to be horizontal/vertical will help. I can send a save..
01.jpg
01.jpg (405.42 KiB) Viewed 294 times
And this one... I thought theres a wrong texture, but found out I can levitate thru the darkness up, so the model is missing...
02.jpg
02.jpg (467.79 KiB) Viewed 294 times

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Ferital
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Re: Stretched or repeating textures

Post by Ferital » Thu Jun 27, 2019 2:32 pm

Yes I can fix wrong textures, like the city gates floor which uses a dungeon wall texture instead of a floor texture. This is rather easy as it only requires patching a word (i.e. two bytes) of data. For your example, could you add a save?

However, fixing missing models is not currently an option as the only thing I can do is patching BSA files offsets at runtime. Apart from your example, there is a missing portion of the Aldingwall cemetery hedge. I'll try to maintain a list of these missing models in case we find a way to fix them in the future.

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pango
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Re: Stretched or repeating textures

Post by pango » Sun Sep 15, 2019 6:51 pm

Stretched texture in Castle Faallem, Sentinel:
Screenshot.jpg
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Attachments
SAVE374.zip
(297.75 KiB) Downloaded 5 times
When a measure becomes a target, it ceases to be a good measure.
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pango
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Re: Stretched or repeating textures

Post by pango » Sun Sep 15, 2019 6:55 pm

Lesser issue (but less standard) in a "pyramid" module of Asmeborgon Hollow, Dragontail Mountains:
Screenshot.jpg
Screenshot.jpg (106.8 KiB) Viewed 184 times
Looks like they used the wrong texture or something. The symetric texture (on the other side of the stairs) is also wrong.

ModelIndex=6432, ModelID=58016, TextureArchive=124, TextureRecord=2
ModelIndex=102, ModelID=58015, TextureArchive=124, TextureRecord=2
Attachments
SAVE378.zip
(285.1 KiB) Downloaded 11 times
Last edited by pango on Tue Oct 29, 2019 10:10 pm, edited 1 time in total.
When a measure becomes a target, it ceases to be a good measure.
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pango
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Re: Stretched or repeating textures

Post by pango » Sun Sep 15, 2019 7:09 pm

Frontage of alchemist, right in the marketplace of Daggerfall.
I was almost sure it was already reported, but couldn't find any proof of that, so here it is...
Screenshot.jpg
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Attachments
SAVE380.zip
(404.45 KiB) Downloaded 7 times
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Ferital
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Re: Stretched or repeating textures

Post by Ferital » Tue Sep 17, 2019 5:47 pm

Thanks for these reports pango. I already had the castle bridge on my todo list. I was also aware of the repeating texture on the right side of this house entrance, an issue which is not present in classic. It could be processed using my current UV unpacking method, however this would also cause side effects on other model panels, such as some house roofs I fixed months ago. So I'll fix the house using my runtime patch method, it will be better.

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pango
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Re: Stretched or repeating textures

Post by pango » Tue Oct 29, 2019 9:39 pm

Stretched texture right at the entrance of Ruins of the bernar farmstead, Sentinel:
Screenshot.jpg
Screenshot.jpg (100.41 KiB) Viewed 66 times
As seen in Pumpkin Play's: Daggerfall Unity #98

Daggerfall Modeling says
ModelIndex=7801, ModelID=63138, TextureArchive=123, TextureRecord=4
if that helps
Attachments
SAVE442.zip
(240.85 KiB) Downloaded 7 times
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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