Stretched or repeating textures
- pango
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Re: Stretched or repeating textures
First, Kozanset variants of the same... Do they need to be fixed separately?
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- pango
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Re: Stretched or repeating textures
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- pango
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Re: Stretched or repeating textures
Then I noticed issues with roof, maybe that the kind of thing you were trying to fix?
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- pango
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Re: Stretched or repeating textures
And now for something completely different...
Daggerfall treasury room that started to melt
Daggerfall treasury room that started to melt
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- Ferital
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Re: Stretched or repeating textures
That was not with this model but it's probably the same issue. However I couldn't check your saves, it says "Terrain sampler changed, Repositioning the player" and I'm immediately teleported outside the town.
Same issue with the UVunpack method. If I comment it out, it works (but then many other planes are broken).
- King of Worms
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Re: Stretched or repeating textures
"Terrain sampler" msg is because Pango uses Distant terrain mod. So either you install it, or Pango need to deactivate is and create new save files.
Ive found that the cheaper ship model (cost 100 000) is FULL of texture issues.
Ill post some saves and screens. But its around 10 or more bugs..
Ive found that the cheaper ship model (cost 100 000) is FULL of texture issues.
Ill post some saves and screens. But its around 10 or more bugs..
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
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DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
- Interkarma
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Re: Stretched or repeating textures
The trouble with the classic UV formats is they're so specific to the XnGine software renderer. They don't translate back to modern 0-1 domain without some blood in water. Fix one thing and break another - it's frustrating to be sure. I beat my head against the wall for years on this one in the early days to end up with the previous setup - and it was still far from perfect.
Your approach of patching the UV coordinates is a much better one, I think. It might be more manual but eventually all of these problems can be fixed.
- pango
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Re: Stretched or repeating textures
Arg. As KoW said, I was using Distant terrain mod...
(by the way, relocating the player in towns for using a different terrain generator looks a bit heavy handed, can terrain generators change the height of towns?)
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When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
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- Ferital
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Re: Stretched or repeating textures
I understand what you experienced, I also came to the conclusion there isn't a perfect solution for interpreting weird DF UV coords. At least as you say, all models which do not translate well in moden engines can be patched at runtime. In the end, we might be able to remove the UVunpack method entirely.Interkarma wrote: ↑Fri May 03, 2019 1:16 am The trouble with the classic UV formats is they're so specific to the XnGine software renderer. They don't translate back to modern 0-1 domain without some blood in water. Fix one thing and break another - it's frustrating to be sure. I beat my head against the wall for years on this one in the early days to end up with the previous setup - and it was still far from perfect.
Your approach of patching the UV coordinates is a much better one, I think. It might be more manual but eventually all of these problems can be fixed.
- Hazelnut
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Re: Stretched or repeating textures
Just checked a couple of spots of stretched textures from my test save collection and they're sorted, great work!
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods