Texmod and/or coalesced editor issue?
#1
Posté 01 avril 2013 - 02:17
Examples: on Tuchanka during the genophage mission when all the Tomkas are rolling towards the point with the damaged road where they come to a stop. Most of the vehicles have about 1/4 of their wheels disappeared into the ground so they all look like their tires are going flat. This was visible even when I took the FOV down to the default of 70 degrees. Worse, during the portion of the mission when Wrex stops his Tomka before the ruins where Shepard gets to do a dash towards the Reaper, his Tomka was half-way sunk into the ground. BIG clipping error there that was plainly visible even in default FOV. Lots of character's feet disappearing into the ground or into environmental obstacles is also evident. I do not recall seeing this much clipping screwup before I took to using Texmod and editing my coalesced file (I started both simultaneously). Were these errors always there or is there something about using Texmod plus textures OR simply editing coalesced.ini that induces more clipping shenanigans? Some of it gets VERY distracting (like Wrex's Tomka sunk halfway into the ground).
#2
Posté 01 avril 2013 - 08:29
Checking whether these clipping issues are still there with a fresh coalesced would be my advice.
Texmod can't cause these issues as it replaces 2d wrap assets from outside of the game. It is, in therms of the game itself, pretty non-intrusive. Only thing it does sometimes is texture-bleeding if you alt-tab one too many times. Texture-bleeds are overlays of texmodded textures over items they shouldn't be over. AKA light-effect layers, some interfaces etc. It's fixed by alt-tabbing or restarting texmod.
Note that things like FOV and flycam often reveal clipping and positional issue for things normally out of frame. This is particularly true during cut-scenes. They will intentionally lower/raise/(re)move objects to create a clear shot or align elements in a particular way to line up a shot just right. In therms of characters they often bend and break limbs to make sure it doesn't show in the shot. This doesn't have to specifically be applicable here, but I thought it was worth mentioning.
I couldn't tell you if the specific clipping issues you're mentioning are in the basegame with 100% certainty without going in and checking, which is essentially the same as you doing so with an unedited/clean coalesced. I just don't have the time, sorry hun.
Modifié par Ottemis, 01 avril 2013 - 08:45 .
#3
Posté 02 avril 2013 - 01:08
Ottemis wrote...
This is most likely an issue with your coalesced edit, if you added an extra line somewhere or caused some sort of issue the game won't always crash, effects are a bit 'out there' in my experience.
Checking whether these clipping issues are still there with a fresh coalesced would be my advice.
Texmod can't cause these issues as it replaces 2d wrap assets from outside of the game. It is, in therms of the game itself, pretty non-intrusive. Only thing it does sometimes is texture-bleeding if you alt-tab one too many times. Texture-bleeds are overlays of texmodded textures over items they shouldn't be over. AKA light-effect layers, some interfaces etc. It's fixed by alt-tabbing or restarting texmod.
Note that things like FOV and flycam often reveal clipping and positional issue for things normally out of frame. This is particularly true during cut-scenes. They will intentionally lower/raise/(re)move objects to create a clear shot or align elements in a particular way to line up a shot just right. In therms of characters they often bend and break limbs to make sure it doesn't show in the shot. This doesn't have to specifically be applicable here, but I thought it was worth mentioning.
I couldn't tell you if the specific clipping issues you're mentioning are in the basegame with 100% certainty without going in and checking, which is essentially the same as you doing so with an unedited/clean coalesced. I just don't have the time, sorry hun.
Thank you. The coalesced edits I've done are simply some addon lines that tie numpad buttons to various other FOVs plus changing the aim FOV command so tightaim will still function when the game FOV is changed (and then default back to a set FOV - instead of 70 I have it set to default to 90). No other changes have been made to my coalesced.ini file.
#4
Posté 02 avril 2013 - 01:21
So there's no inherent issue with the function itself per say, but could have been with just a simple "space" or "enter" extra somewhere. Those punctuation mistakes can cause weird things to happen ingame that have 0 to do with what you actually added in the coalesced.
Anyways, hope you manage to find out where the problem lies =)
Modifié par Ottemis, 02 avril 2013 - 01:22 .
#5
Posté 02 avril 2013 - 01:39
Ottemis wrote...
It's not so much what you add, it's mostly how you added it with the coalesced, if that makes sense.
So there's no inherent issue with the function itself per say, but could have been with just a simple "space" or "enter" extra somewhere. Those punctuation mistakes can cause weird things to happen ingame that have 0 to do with what you actually added in the coalesced.
Anyways, hope you manage to find out where the problem lies =)
Ah. I understand and...ugh. Merely stray space or some such is enough to bork the game? I guess I'll dig through my additions and look for any oddities then.
#6
Posté 02 avril 2013 - 01:56
But I'd just check the scenes with a fresh coalesced first though, it's just that if it IS a new thing, then it might be an input error on the coalesced front.





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