Stretched or repeating textures
- Ferital
- Posts: 282
- Joined: Thu Apr 05, 2018 8:01 am
Re: Stretched or repeating textures
Thanks for the report pango!
I think I'll made some sort of data patch in the end, like a list of offsets to tweak, which would be applied after loading ARCH3D.BSA. This will be much better than the way I'm currently dealing with this.
I think I'll made some sort of data patch in the end, like a list of offsets to tweak, which would be applied after loading ARCH3D.BSA. This will be much better than the way I'm currently dealing with this.
- Ferital
- Posts: 282
- Joined: Thu Apr 05, 2018 8:01 am
Re: Stretched or repeating textures
New PR submitted, with a simple system which allows to patch any BSA file at runtime. I used a system similar to what is done with the Fallhack tool from Andyfall (a list of offsets and altered bytes). This will allow to fix any part of a BSA file in the future without altering the original game data files.
I also fixed the dungeon sewer junction mentionted by pango, as well as the nearby sewer dead end which had stretched floor and roof textures.
I started to work on the secret passage but I got bored at some point. It seems that Bethesda initially put the same UV values for each plane of some models like this one or the dungeon sewer junction, and forgot to set the correct coordinates before the final release. So, as I don't have any useful values from the original, I have to compute all them manually, which is rather tedious and time consuming.
I also fixed the dungeon sewer junction mentionted by pango, as well as the nearby sewer dead end which had stretched floor and roof textures.
I started to work on the secret passage but I got bored at some point. It seems that Bethesda initially put the same UV values for each plane of some models like this one or the dungeon sewer junction, and forgot to set the correct coordinates before the final release. So, as I don't have any useful values from the original, I have to compute all them manually, which is rather tedious and time consuming.
- King of Worms
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Re: Stretched or repeating textures
Very appreciated efforts mate. I plan to post some reports here in a future as well. Thank you!
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DISCORD: king_of_worms_cz
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- Posts: 555
- Joined: Fri Oct 23, 2015 8:19 pm
Re: Stretched or repeating textures
Here's a zip with 4 save files in it, each one having an issue:
SAVE6 = Barrier in Daggerfall Castle's dungeon. If you turn around and go in the tower door, the steps are also affected.
SAVE16 = Every room inside a city wall has its door texture stretched and clipped.
SAVE17 = Magic Item Maker room in the Mage's Guild has its floor texture squeezed.
SAVE12 = Hedges in towns have many sections that flicker when your view changes. This may be a different issue, not sure.
SAVE6 = Barrier in Daggerfall Castle's dungeon. If you turn around and go in the tower door, the steps are also affected.
SAVE16 = Every room inside a city wall has its door texture stretched and clipped.
SAVE17 = Magic Item Maker room in the Mage's Guild has its floor texture squeezed.
SAVE12 = Hedges in towns have many sections that flicker when your view changes. This may be a different issue, not sure.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Stretched or repeating textures
Yep, flickering hedge is a different issue. It's game-data related as well though. Whoever designed the block layout just slapped a couple of hedge models partially on top of each other to make up desired length, rather than use proper modular models with a clean footprint. The same issue is in classic, it's just not as obvious due to the much lower resolution.
- Ferital
- Posts: 282
- Joined: Thu Apr 05, 2018 8:01 am
Re: Stretched or repeating textures
Thanks Banshee, I've already corrected the Item Maker room, this was an easy one, though I didn't updated my PR yet The other textures should be easy to fix as well, except for the hedges as there, the z-fighting issue comes from overlapping models as explained by Interkarma.BansheeXYZ wrote: ↑Wed Apr 03, 2019 9:17 am Here's a zip with 4 save files in it, each one having an issue:
SAVE6 = Barrier in Daggerfall Castle's dungeon. If you turn around and go in the tower door, the steps are also affected.
SAVE16 = Every room inside a city wall has its door texture stretched and clipped.
SAVE17 = Magic Item Maker room in the Mage's Guild has its floor texture squeezed.
SAVE12 = Hedges in towns have many sections that flicker when your view changes. This may be a different issue, not sure.
Textures.zip
- Ferital
- Posts: 282
- Joined: Thu Apr 05, 2018 8:01 am
Re: Stretched or repeating textures
All the models from Banshee saves (except the hedges) are now fixed, PR updated.
- Ferital
- Posts: 282
- Joined: Thu Apr 05, 2018 8:01 am
Re: Stretched or repeating textures
Three more models fixed, like this one:
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Stretched or repeating textures
Yeah! Great to have that general store one fixed.
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- Posts: 555
- Joined: Fri Oct 23, 2015 8:19 pm
Re: Stretched or repeating textures
Here's four more found on city houses, three are doors and one is a wall.