Its quite rare building so it took a while for me to realize it has this issue.
172 (summer) and I guess 173 (winter)
Building 172 does not have Emissive windows at night/day
- King of Worms
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Building 172 does not have Emissive windows at night/day
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Re: Building 172 does not have Emissive windows at night/day
I suspect the window setup might not include that archive. Could you please drop me a save here so I can quickly repro and take a look?
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Re: Building 172 does not have Emissive windows at night/day
Hi, save is here:
*
I have not tested the Winter version but I suspect is as not working as well
When I got inside the building, it used different textures than 17x interior archive, but that might not be a bug.
In case you use different terrain sampler and get re-positioned, the building is located here:
**
I have not tested the Winter version but I suspect is as not working as well
When I got inside the building, it used different textures than 17x interior archive, but that might not be a bug.
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Re: Building 172 does not have Emissive windows at night/day
Thanks for save and highlighting building.
The first problem is this one isn't a proper sequenced texture archive - e.g. there's no equivalent 072, 372, 472. It's just a standalone texture set for 171-173. That by itself it fine, I can add special handling to flag these textures as windows.
The second problem is that the window parts aren't painted with the correct index for emission (0xff) in gamedata. So even if they're flagged as windows they don't pick up emission with classic textures.
I checked in classic and unsurprisingly it's the same thing. This texture is basically broken in gamedata and DFU just inherits that.
I've merged change to flag textures as windows, so at least DFU should load your emission maps now. It won't help classic textures of course, they're just broken, but it should work for mods now provided they supply an emission map.
The first problem is this one isn't a proper sequenced texture archive - e.g. there's no equivalent 072, 372, 472. It's just a standalone texture set for 171-173. That by itself it fine, I can add special handling to flag these textures as windows.
The second problem is that the window parts aren't painted with the correct index for emission (0xff) in gamedata. So even if they're flagged as windows they don't pick up emission with classic textures.
I checked in classic and unsurprisingly it's the same thing. This texture is basically broken in gamedata and DFU just inherits that.
I've merged change to flag textures as windows, so at least DFU should load your emission maps now. It won't help classic textures of course, they're just broken, but it should work for mods now provided they supply an emission map.
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Re: Building 172 does not have Emissive windows at night/day
I had a feeling this texture set is off in multiple ways..
Im glad that at least the mods can correct this now. Thank you
PS: Good thing is, its very underutilized ingame, so not many ppl will notice this bug. That might also be the reason it slipped to the release in 96
Im glad that at least the mods can correct this now. Thank you
PS: Good thing is, its very underutilized ingame, so not many ppl will notice this bug. That might also be the reason it slipped to the release in 96
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