This is something I noticed with DREAM Textures enabled, but I suspect it's an issue with dungeon automap rather than textures: modded textures do not all follow transparency mode (cut, wireframe or translucent modes);
See how in the corridor just above the player, the left side is in wireframe mode, whereas the right side, at the same height, is plain filled and lit texture:
Dungeon Automap: modded textures don't always follow transparency mode
- pango
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Dungeon Automap: modded textures don't always follow transparency mode
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- pango
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Re: Dungeon Automap: modded textures don't always follow transparency mode
The DaggerfallMeshes of some DaggerfallBlocks seem to have the wrong shader (Standard instead of Daggerfall/Automap)
It seems to coincide with some "Replacement"(?) DaggerfallMesh before them in the list...
It seems to coincide with some "Replacement"(?) DaggerfallMesh before them in the list...
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Re: Dungeon Automap: modded textures don't always follow transparency mode
I submitted a PR
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- BadLuckBurt
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Re: Dungeon Automap: modded textures don't always follow transparency mode
Just as an FYI, 70300 is the dungeon entrance model and that's one of the few models that DREAM replaces isn't it?
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Re: Dungeon Automap: modded textures don't always follow transparency mode
You're right, that was a bug in the automap with replaced models, so it made sense that DREAM 2020R1 would trigger itBadLuckBurt wrote: ↑Sat Mar 07, 2020 8:09 pm Just as an FYI, 70300 is the dungeon entrance model and that's one of the few models that DREAM replaces isn't it?
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