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Got a problem with some tiles


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20 réponses à ce sujet

#1
andysks

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Hi all. Didn't know if I should post this in CC section or toolset, but here it goes. I have an area using the RWS dungeon. All textures show fine in toolset, but when I run the game I see spots of red,blue,red squares on the floor. From my little knowledge I think that this means missing texture. So I checked the blueprints and they use Stone_Rough_Dungeon_RWS. This is what my area uses, so I ruled out a retexturing fault of mine. Then I compared the tiles that show fine in game, with the problematic, and they both use the same floor texture.

So it seems that I do have the required textures in my campaign folder, plus a correct 2da. But why certain tiles refuse to apply the floor texture?

 

If it helps I am using kamal's pack and the tiles with the problem are floor_2_corners, 2_walls and 1_wall (variation like a lowered prison cell). Perhaps more, but these were the ones I could find. 

 

Any solution?

 

ps. Since it it kamal's pack, I did try retexturing with standard interior textures... just to see. All tiles got retextured, except the problematic ones.



#2
kamal_

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Try replacing the tiles in question with the tiles from the original rws set. This will confirm/rule out and changes from being incorporated in my pack.

#3
Tchos

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When you see the missing texture colours, it may not be from the diffuse texture.  It may be a missing tint map texture.



#4
andysks

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I thought this tint map was causing the questionmark cube on a tile to appear if it's missing. Anyway, I will try to replace the tiles and let you know how it went :).



#5
andysks

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So I replaced the mdb and dds files with the original and it still happens. Could it be some 2da reference? Like texturetilesfloor.2da? What I don't understand is that the area is a prefab I found on the vault. Corrupted Prison by anduraga. I guess he had released it without the problem, therefore it has to be something interfering here.



#6
Tchos

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The question mark cube appears if there's no texture assigned for a material that's activated, not if an assigned texture file is missing.  Diffuse and normal textures are the only ones always required.  A model can optionally also have glow maps and tint maps enabled.



#7
rjshae

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I checked the tile models and they all use the same tint texture file for the floor: 'tds01_floor01_t.dds'.

 

What happens if you create a new area that only has one of the tiles giving the improper texture pattern? Does the issue still occur? (I made a cursory check for duplicate tile part names but I didn't see anything amiss.)



#8
PJ156

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A picture paints a thousand words. It might help here.

 

Where I have had problems it is sometimes possible to see which texture is missing based on what you can see in the toolset.

 

PJ



#9
andysks

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Bob, your suggestion seems to gives results. A new area has no problems on the otherwise problematic tile variations. Why though? Same tiles, same textures.



#10
rjshae

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Bob, your suggestion seems to gives results. A new area has no problems on the otherwise problematic tile variations. Why though? Same tiles, same textures.

 

I've encountered texturing problems with tiles when:

  • a tile mixes separate rotating and non-rotating floor parts
  • a tile mixes similar parts that use the same texture but different material settings

I've also run into problems when different tiles have parts with the same name; usually though, those tend to modify the shape of the tile rather than the texture. Unfortunately, the only fix is to go through the tile models and look at the parts for issues like these.

 

Or maybe you just have a corrupted area?



#11
andysks

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Corrupted area, I don't think so. I downloaded the same prefab and added it in the same module, loaded and still get the texture miss. I am thinking that perhaps anduraga used some other version of the RWS dungeon, and perhaps after an update on the CC something changed? Like a name or... I don't know. Whatever :). Could it... theoretically be an issue?

 

Edit: But that wouldn't explain the fact that when I replace the given tiles I still have problem... lol :D.



#12
andysks

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Since the tiles work on a new area I guess one can rule out kamal's pack as a problem. And since the tiles work I guess I could recreate the area if it comes down to that, because I really like it, and still give the credit to the original author. I just hoped to find a solution instead of copying placeables for an afternoon :).



#13
kamal_

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Terracoppa can copy all the placeables etc for you.


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#14
andysks

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Good stuff! Forgot about that :).



#15
andysks

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Small question about terra coppa, even if this now is no longer about the tiles: source area is where my placeables currently are, and destination where I want to copy them. This is clear. Why is the highlighted area though on source area not matching the one in destination when I use the terra coppa? I was really careful making the new area on the exact same proportions as the one the placeables currently are.

 

Edit : Forget about it. Forgot how it works and then I found out about moving the space on destination area to where I want.



#16
andysks

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Aparently the problem persists. I created a new area with all tiles using the default RWS dungeon textures for floors etc. (I mean I didn't change them) and copied all placeables there using terracoppa. Baked and this is how it looks.

 

problem_zps9idhg73c.jpg

 

Run the game, and I get same results.

 

NWN2_SS_012516_100329_zps0uutbo3w.jpg

 

I see that the texture missing pattern is quite irregular. I mean, not the whole floor has it. Close to the walls it appears fine. Could it be that the problem doesn't lie on the tiles but somewhere else? Or does the irregular pattern mean nothing?



#17
kamal_

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Upload that area and I will identify the specific cause.



#18
Tchos

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The radius of the problem tiles in the game picture seems to correspond with the placed effect helpers I see in the toolset picture.  Try moving those placed effects.  The one with the blood in the lower left between two mats seems to be fine.


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#19
rjshae

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The radius of the problem tiles in the game picture seems to correspond with the placed effect helpers I see in the toolset picture.  Try moving those placed effects.  The one with the blood in the lower left between two mats seems to be fine.

 

Good catch. Some of the missing texture patterns don't seem to line up with the tile boundaries. (A placed effect helper does use texture files, even though they are nominally transparent.)



#20
andysks

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Awesome catch, really. That was the problem. My fault on locating the error was that the moment I saw the missing textures I immediately thought that it's something with the tiles. It seems though that the author used the splatter effects from Camb, and even though I do also use them, as visible from the blood stain there in game, some problem occurred when came to the green-yellow-brown splatters. Once I deleted them, the problem got solved. I just have to see now why it happened... perhaps some other version of the effect package or whatever but for the moment I am glad that this has been resolved :).


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#21
kevL

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It seems though that the author used the splatter effects from Camb, and even though I do also use them, as visible from the blood stain there in game, some problem occurred when came to the green-yellow-brown splatters.


in fx_blood_yellow1.sef & fx_blood_yellow1_L.sef change

<Texture>fx_yl_splt_proj03.dds</Texture>

to

<Texture>fx_yellow_proj99.DDS</Texture>

/or so.
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