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SVN: Problem with textures/glass/dull_opaque01 and skybox


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#1 grayman

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Posted 01 May 2017 - 10:33 AM

Just noticed this this morning...

 

The dull_opaque01 glass texture is now lit up like Christmas.

 

The mountain_sunset skybox texture is hosed.

 

Here are pics from 2.05 (correct) and SVN (boo!):

 

Attached File  pic1.jpg   109.5KB   0 downloads

 

Attached File  pic2.jpg   114.58KB   0 downloads



#2 grayman

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Posted 01 May 2017 - 10:56 AM

The problem appears using the latest Windows 32-bit binaries. I just rebuilt them and checked them in for anyone who isn't building from source.



#3 nbohr1more

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Posted 01 May 2017 - 10:58 AM

SVN assets are up-to-date too?

 

(suspected culprit)

 

http://forums.thedar...cs/#entry405416


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#4 grayman

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Posted 01 May 2017 - 12:22 PM

Yes, I'm using the latest assets

#5 Bikerdude

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Posted 01 May 2017 - 12:49 PM

Here are pics from 2.05 (correct) and SVN (boo!):

That might be me, I would have created a moonlit version of that texture and may have done a typo on the skin or material def.

 

Will check and correct tomoz



#6 grayman

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Posted 01 May 2017 - 01:03 PM

The texture was working fine in SVN yesterday. This just started this morning, and there have been no material/texture changes in that time.



#7 duzenko

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Posted 01 May 2017 - 01:08 PM

Could be easily mine.

Which mission is this?



#8 Springheel

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Posted 01 May 2017 - 01:20 PM

I made that glass using a cubemap stage.  If water is currently messed up then it's probably connected.


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#9 grayman

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Posted 01 May 2017 - 02:22 PM

Could be easily mine.

Which mission is this?

 

It's a WIP of mine. I'll make you a small mission using the problem objects.

 

Edit: Here you go.

 

Attached File  badglass.map.txt   17.86KB   3 downloads

 

 


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#10 duzenko

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Posted 01 May 2017 - 02:38 PM

 

It's a WIP of mine. I'll make you a small mission using the problem objects.

 

Edit: Here you go.

 

attachicon.gifbadglass.map.txt

 

 

--------- Map Initialization ---------
Map: badglass
idRenderWorldLocal::InitFromMap: maps/badglass.proc not found
ERROR:Couldn't load maps/badglass

 



#11 nbohr1more

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Posted 01 May 2017 - 02:39 PM

You need to dmap it.

 

Useful info:

 

models/darkmod/architecture/modules/exteriors/ext_mansion01/ext_mansion01_win02.lwo

 

textures/darkmod/nature/skybox/mountain_sunset


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#12 grayman

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Posted 01 May 2017 - 02:53 PM

Sorry, I assumed you could dmap stuff.

 

Attached File  badglass.zip.txt   11.22KB   3 downloads


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#13 Bikerdude

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Posted 01 May 2017 - 03:24 PM

The texture was working fine in SVN yesterday. This just started this morning, and there have been no material/texture changes in that time.

Ah ok.



#14 duzenko

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Posted 01 May 2017 - 03:54 PM

By the time I got the full package windows appear to be okayish - can you test?

The water, however, is lacking proper animation - any hint on where in source code that happens?



#15 grayman

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Posted 01 May 2017 - 07:54 PM

By the time I got the full package windows appear to be okayish - can you test?


Building with the latest source (6845), the windows are back to normal, but the skybox texture is still hosed.

 

Attached File  pic3.jpg   211.66KB   1 downloads
 

The water, however, is lacking proper animation - any hint on where in source code that happens?


I don't know where that's handled.



#16 nbohr1more

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Posted 01 May 2017 - 08:22 PM

Hmm. The water looks like it did before to me?

 

As I recall, the material def has "vertexParm    0" which controls the speed.

 

Edit.

 

Apparently parm5 and parm6

 

http://wiki.thedarkm...Swimmable_Water


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#17 NeonsStyle

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Posted 02 May 2017 - 04:22 AM

Is there a way to get access to the SVN? I used to have access to it back before we had a game, back when we were still arguing over what

lock picking method to use. That was a great argument lol


I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
https://www.youtube.com/c/NeonsStyleHD

 

Briarwood Manor - available here or in game

http://forums.thedar...2017-update-16/

 

 

 


#18 Springheel

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Posted 02 May 2017 - 08:56 AM

back when we were still arguing over what lock picking method to use.

 

 

Ah, the good old days. :P



#19 duzenko

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Posted 03 May 2017 - 04:10 AM

Building with the latest source (6845), the windows are back to normal, but the skybox texture is still hosed.

 

attachicon.gifpic3.jpg

Sorry, did not have time yesterday to look at that.

Will try tonight.



#20 duzenko

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Posted 03 May 2017 - 04:12 AM

Hmm. The water looks like it did before to me?

 

As I recall, the material def has "vertexParm    0" which controls the speed.

 

Edit.

 

Apparently parm5 and parm6

 

http://wiki.thedarkm...Swimmable_Water

Are you using the latest assets? Waves are completely broken for me.

...

On my work AMD entire map looks screwed up...

...

Phew, that was my config. Now only water waves are broken :)



#21 duzenko

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Posted 03 May 2017 - 08:46 AM

Building with the latest source (6845), the windows are back to normal, but the skybox texture is still hosed.

Fixed the TG_WOBBLESKY_CUBE path



#22 duzenko

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Posted 03 May 2017 - 08:51 AM

On my work AMD entire map looks screwed up...

It's the ambient method. Simple looks very bad now on AMD.



#23 nbohr1more

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Posted 03 May 2017 - 09:25 AM

ambientLight.vfp has been fixed for the texcoord vs vertex attrib change?


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#24 grayman

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Posted 03 May 2017 - 11:44 AM

The sunset skybox is now fixed in the latest SVN.

 

Thanks!



#25 duzenko

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Posted 03 May 2017 - 01:09 PM

ambientLight.vfp has been fixed for the texcoord vs vertex attrib change?

If that is the enhanced ambient then yes.

Simple ambient works on Intel but not on AMD.

Water does not work on both but works for you (nvidia?)






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