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.
Stretched or repeating textures
- Nystul
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Re: Stretched or repeating textures
pillars in mages guilds are one example:
- Ferital
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Re: Stretched or repeating textures
Thanks Nystul! This looks pretty similar to the tavern pillars, will be an easy fix.
- Ferital
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Re: Stretched or repeating textures
All models containing interior pillars should be fixed now. There was a fair amount of them actually.
- Nystul
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Re: Stretched or repeating textures
amazing! great work!
- pango
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Re: Stretched or repeating textures
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
Classic: Daggerfall Unity:
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
Classic: Daggerfall Unity:
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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
Very nice!
- pango
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Re: Stretched or repeating textures
A famous collection of stretched textures is this turning secret passage (Ruins of the Wicking Farmstead, Daggerfall):
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- pango
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Re: Stretched or repeating textures
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: Classic: 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
It doesn't look that bad with classic textures, but looks nasty with some modded textures (Yeten's Web, Daggerfall):
Modded: Classic: 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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- pango
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Re: Stretched or repeating textures
Another famous stretched texture, at a Y corridor branching (Tricerrock's Web, Wayrest)
https://www.youtube.com/watch?v=GKfl6FgpVz8&t=1895
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart