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Stretched or repeating textures

Posted: Thu Mar 14, 2019 1:50 pm
by Ferital
Hi all,

Recently, I've been focusing on correcting DFU issues related to stretched or repeating textures. Some of these were already mentionted here: viewtopic.php?f=28&t=328 and viewtopic.php?f=28&t=1588

Some were due to the way DFU processed UV coordinates once read from the game files, this was almost entirely fixed. But others are already present in classic because the models are incorrecly encoded. I've managed to correct some of these last ones by patching them at runtime (new PR submitted).

But as there are still probably many other texture coordinates bugs in classic, this thread is opened as a mean to centralize all the related issues you could encounter while playing.

The best would be to provide a screenshot and the exact location where you discovered the problem.

Re: Stretched or repeating textures

Posted: Thu Mar 14, 2019 3:29 pm
by Nystul
pillars in mages guilds are one example:

Image

Re: Stretched or repeating textures

Posted: Thu Mar 14, 2019 4:09 pm
by Ferital
Thanks Nystul! This looks pretty similar to the tavern pillars, will be an easy fix.

Re: Stretched or repeating textures

Posted: Fri Mar 15, 2019 5:00 pm
by Ferital
All models containing interior pillars should be fixed now. There was a fair amount of them actually.

Re: Stretched or repeating textures

Posted: Fri Mar 15, 2019 8:06 pm
by Nystul
amazing! great work!

Re: Stretched or repeating textures

Posted: Fri Mar 15, 2019 11:12 pm
by pango
I was about to report some very bad case I noted in The Lysyna Cabal, Bhoriane with Daggerfall classic some time ago...
Except that with new UV interpretation, the bug is already gone... Seems DFU now does a better job than classic to interpret its own resources :o

Classic:
Daggerfall Bhoriane The Lysyna Cabal texture.jpg
Daggerfall Bhoriane The Lysyna Cabal texture.jpg (76.49 KiB) Viewed 858 times
Daggerfall Unity:
Capture du 2019-03-16 00-11-58.jpg
Capture du 2019-03-16 00-11-58.jpg (116.55 KiB) Viewed 858 times

Re: Stretched or repeating textures

Posted: Sat Mar 16, 2019 12:28 am
by Interkarma
Very nice!

Re: Stretched or repeating textures

Posted: Sat Mar 16, 2019 3:16 pm
by pango
A famous collection of stretched textures is this turning secret passage (Ruins of the Wicking Farmstead, Daggerfall):
Screenshot.jpg
Screenshot.jpg (86.57 KiB) Viewed 807 times
193b.jpg
193b.jpg (90.27 KiB) Viewed 807 times

Re: Stretched or repeating textures

Posted: Sat Mar 16, 2019 3:26 pm
by pango
That one is interesting, because not only are UVs wrong, but the texture does not match the surrounding tunnel floor, but match the tunnel walls instead.
It doesn't look that bad with classic textures, but looks nasty with some modded textures (Yeten's Web, Daggerfall):

Modded:
Screenshot.jpg
Screenshot.jpg (236.62 KiB) Viewed 806 times
Classic:
floor classic textures.jpg
floor classic textures.jpg (103.28 KiB) Viewed 806 times
In general, classic game data does not only suffer from broken uv vectors; There's also wrong textures, approximate geometry (cracks between polygons, broken floors...)
So while I think the current way of patching UVs is okay, at some point we'll probably need a more generic overriding mechanism. But I doubt I've been the first to think about that ;)

Re: Stretched or repeating textures

Posted: Sun Mar 17, 2019 6:01 pm
by pango
Another famous stretched texture, at a Y corridor branching (Tricerrock's Web, Wayrest)
Screenshot.jpg
Screenshot.jpg (105.17 KiB) Viewed 754 times
In a Steep video: https://www.youtube.com/watch?v=GKfl6FgpVz8&t=1895