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Weird texture problem (Fixed!!!!)


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#1
Tarot Redhand

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I have 72 models, all of the same type - they are simple planes set so that they stand vertically (i.e. the length of the y plane is zero). Of these models 62 are fine. The other 10 are driving me nuts. In the toolset the textures on these 10 are messed up in such a way that it appears that they have been sliced diagonally and then re-arranged to fit in the available space. All 72 textures are tga's with their origins set to the bottom left corner. The weird thing is that in gmax they look fine. Unfortunately I can't seem to get them to export back out again. I have tried various things with the actual textures to no avail.

If someone wants to take a look at the offending models and their textures I have put them into a 7z and popped it into my db public folder here. Any and all help gratefully accepted.

TR

Modifié par Tarot Redhand, 08 janvier 2014 - 02:35 .


#2
Valthrendir

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Currently taking a look at these, I expect a problem with UV mapping and polygon triangulation.
Editing this post when tests have been finished

Test 1:
The models looks as described in your opening post when viewed in the toolset. When the placeable is viewed ingame, the map texture looks fine.

Test 2:
Reapplication of the material or even adjusting the tga itself yields the same results.
- What did you do to fix the model?

Modifié par Valthrendir, 08 janvier 2014 - 01:40 .


#3
Tarot Redhand

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I managed to fix model # 56, which makes it 63 fine v 9 weird ones, since I originally posted. So have removed it (and its texture) from 7z and re-uploaded 7z and updated link in my original post. Thanks for looking. I have no doubt that there is a real (even if small) problem as I have found the toolset to be more sensitive than the game at times.

TR

Modifié par Tarot Redhand, 08 janvier 2014 - 01:41 .


#4
Tarot Redhand

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It was a different problem. The texture of the one in question wasn't showing up at all then I noticed that the texture I was supplying the model had one letter different... Embarrassing, but at least its fixed and doesn't exhibit the symptoms of the others.

TR

#5
Michael DarkAngel

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Tarot Redhand wrote...

The weird thing is that in gmax they look fine. Unfortunately I can't seem to get them to export back out again.


Have you looked at the sanity file that is generated when exporting.

Have you tried 'ResetXForm' before exporting.

I can open your models, they appear fine.  I can export your models, with no issue.  But I can't look at your models in the game or the toolset because I can't find my CD keys to re-install the game at this time :(

Hope some of this helps

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 MDA

#6
Tarot Redhand

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I may have fixed it now. Originally I used the gimp 2.8 to rotate original images to get the ones with the problems. I just now went back and used paint.net to do the same. When it came to saving the result I was offered the choice (unlike in gimp) of 24 or 32 bit colour depth with 24 bit automatically selected. I chose 32 bit, saved and tested. It seems to have fixed it. Whether it was a colour depth problem or something the gimp did, I don't know. All I do know is that it seems to work fine now.

TR

#7
Valthrendir

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I can assure you that it is not a geometry issue (made a plane from scratch, same issues), therefore the problem must be caused by the texture. While rotation of the textures might fix your toolset problems, I think it would mess up your models ingame. Your best bet is, as you are trying already, something along the lines of image compression indeed.

That said, it is only in the toolset that they appear to be bugged. When I fire up the game, I can see the placeables as they are intended.

Modifié par Valthrendir, 08 janvier 2014 - 02:28 .


#8
Tarot Redhand

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I can confirm that the problem is now fixed. I don't know for certain but I suspect that it was a colour depth problem and that the gimp had made them 24 (or even 16) bit instead of 32 bits.

@Valthrendir and @MDA thanks for your efforts. The reason for the rotation that I performed on the images was that I need them to have a certain orientation which the originals didn't have.

Thanks again.

TR

#9
Michael DarkAngel

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Tarot Redhand wrote...

I may have fixed it now. Originally I used the gimp 2.8 to rotate original images to get the ones with the problems. I just now went back and used paint.net to do the same. When it came to saving the result I was offered the choice (unlike in gimp) of 24 or 32 bit colour depth with 24 bit automatically selected. I chose 32 bit, saved and tested. It seems to have fixed it. Whether it was a colour depth problem or something the gimp did, I don't know. All I do know is that it seems to work fine now.

TR


Since you have narrowed it to the texture itself.  With Gimp it may be saving your TGA with RLE compression by default.  IIRC, NWN cannot handle compressed TGAs.

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#10
Tarot Redhand

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I know that the dds compiler can't handle rle compression, although I think NwN itself can handle it. However don't quote me on that as I always turn it off by default. That way when I do come to compile a texture, I don't have to go back and fix it.

TR

#11
Valthrendir

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I usually make use of RLE compression with Gimp. Therefore NWN must be able to handle RLE compressed images, otherwise my previous work should look very different.

I am not completely sure what caused your problem Tarot. Zooming in on the models in the toolset yesterday, I noticed a grey texture with blue/red/green squares. Maybe the issue had to do something with color depth or the alpha layer of your picture. However, that statement is a stab in the dark. Glad you managed to fix it.

#12
Tarot Redhand

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I am pretty sure that it was a colour depth problem now. While creating the last few blueprints (414 total) I came across one more with this problem. As an experiment, instead of recreating the texture image, I just loaded it into paint.net and resaved it with 32 bit colour depth. This cured the problem, so it looks like it needed those extra 8 bits per pixel.

TR