Stretched or repeating textures

Post here if you need help getting started with Daggerfall Unity or just want to clarify a potential bug. Questions about playing or modding classic Daggerfall should be posted to Community.
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Ferital
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Stretched or repeating textures

Post 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.

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Nystul
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Re: Stretched or repeating textures

Post by Nystul »

pillars in mages guilds are one example:

Image

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Ferital
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Re: Stretched or repeating textures

Post by Ferital »

Thanks Nystul! This looks pretty similar to the tavern pillars, will be an easy fix.

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Ferital
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Re: Stretched or repeating textures

Post by Ferital »

All models containing interior pillars should be fixed now. There was a fair amount of them actually.

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Nystul
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Re: Stretched or repeating textures

Post by Nystul »

amazing! great work!

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pango
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Re: Stretched or repeating textures

Post 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 3860 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 3860 times
Attachments
SAVE1.zip
(427.35 KiB) Downloaded 154 times
Last edited by pango on Sat Mar 16, 2019 7:16 am, edited 1 time in total.
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Interkarma
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Re: Stretched or repeating textures

Post by Interkarma »

Very nice!

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pango
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Re: Stretched or repeating textures

Post 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 3809 times
193b.jpg
193b.jpg (90.27 KiB) Viewed 3809 times
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SAVE193.zip
(303.38 KiB) Downloaded 152 times
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pango
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Re: Stretched or repeating textures

Post 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 3808 times
Classic:
floor classic textures.jpg
floor classic textures.jpg (103.28 KiB) Viewed 3808 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 ;)
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SAVE171.zip
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pango
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Re: Stretched or repeating textures

Post by pango »

Another famous stretched texture, at a Y corridor branching (Tricerrock's Web, Wayrest)
Screenshot.jpg
Screenshot.jpg (105.17 KiB) Viewed 3756 times
In a Steep video: https://www.youtube.com/watch?v=GKfl6FgpVz8&t=1895
Attachments
SAVE195.zip
(196.68 KiB) Downloaded 155 times
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