Dungeon Automap: modded textures don't always follow transparency mode

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pango
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Dungeon Automap: modded textures don't always follow transparency mode

Post by pango »

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:
automap modded dungeon textures.jpg
automap modded dungeon textures.jpg (308.1 KiB) Viewed 703 times
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pango
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Re: Dungeon Automap: modded textures don't always follow transparency mode

Post by pango »

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...
automap in editor2.jpg
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Re: Dungeon Automap: modded textures don't always follow transparency mode

Post by pango »

I submitted a PR
automap fixed shaders.jpg
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Re: Dungeon Automap: modded textures don't always follow transparency mode

Post by BadLuckBurt »

pango wrote: Sat Mar 07, 2020 7:45 pm 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...
automap in editor2.jpg
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

Post by pango »

BadLuckBurt 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?
You're right, that was a bug in the automap with replaced models, so it made sense that DREAM 2020R1 would trigger it
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