Replies: 30 comments 42 replies
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Thanks for opening this @Richard-L. I definitely feel too that these are oversights so it would be nice to correct them. I think there are
1, 2 and 5 are easy to fix, 3 is slightly trickier as it involves inserting new data rather than just replacing, so it requires other data in the room mesh to be shifted. But it's doable, this is what the injection framework is about essentially. I don't know of any other instances of type 4, the one in Colosseum may be unique. My feeling is that we go through each of the levels and find as many as possible, and then see about raising issues/tasks when we have an idea of the volume, and we can perhaps filter ones out that might not be agreed on. We could potentially use trview's routing function to document the issues. For example, below is a trview route export, so this can be imported via Windows > Route (remove the .txt extension so trview can find it). The waypoints indicate the problems and allow for some notes to be added too. |
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Very nice classification Lahm. I like the idea of a collaborative per-level effort. I wonder if we would do a GH discussion per level where everyone can post, and eventually transfer everything over into an issue? Or perhaps would this be a suitable scenario for discord threads? I don't use them usually, but I'd imagine with some cases there might be several options what to do, and it will probably be helpful to share text or images back and forth quickly to get opinions. I opened your TRView route. You basically found half of the total cases I estimated for the entire game in just the first level 😂 It's very tidy to save them like that, but I think I'll need to play the game anyway to find the ones I'm remembering. And then a screenshot is probably quicker. |
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This is currently everything I'm aware of, but there is bound to be more as some of these face/texture issues can be hard to spot. Credit to Topixtor for finding the majority of these during rando testing. LEVEL1.tvr.txt |
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Some I know of the top of my head: (top edge of the room under): Additionally some in Cistern found by @Rapora9 |
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Just had a thought as there are 2 versions of Unfinished Business - the vanilla levels and the modded levels with music. If any black meshes are found and fixed in UB, it might be worth checking if the fixes works in both versions. |
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Hey guys, sometimes I spot textures with a wrong orientation, I was wondering if these fall within the scope of this project. 10B and 10C: (the below screenshot is the same for both levels) 10C: |
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So would all of these texture changes and improvements be optional, or permanent changes? I'm not using the newest release yet but took a peek of it and looks like you could remove/comment out the injections if you don't want them, right? |
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Hi there! Since I helped Iahm find some missing faces, some time ago he asked me if I wanted to help with this, hence my brand new github account. Did not find anything new until now, but what about this one? The lever texture on the floor honestly looks like a plain mistake here, and could even mislead new players in thinking it's some sort of trigger pad. Probably a lever to re-open the doors here was planned at some point. Sorry if the screen comes from rando but I'm 99% sure it's there in vanilla too! :) |
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I could be wrong- but some of these missing textures may not actually be missing textures. Certain angled slopes against walls, can mismatch wall segments and simply adds an untexturable hole, would probably require geometry changes or post build 3d edit. |
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What do you think about this one? I don't think it looks badly out of place, but maybe it should be like the rest of the floor? Interesting texture if you peek inside the pillar too. |
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Went through the list of fixes Lahm wrote before posting this. So, Lost Valley room 9 (iirc): the list mentioned the missing texture, but there are still some "problems". Outlined in RED: small waterfall textures that aren't animated, even though that's kind of a common occurrance at least in older engines, if that's a known limitation I apologize, I didn't know about it; EDIT outlined one more Tried to check every other waterfall in the level mainly for reverse waterfalls, luckly I didn't find any more. |
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This is something I've neglected to mention from my previous playthrough, maybe I shouldn't have? Outside the scion room, one of the muscular arches does not have animated textures like the other 5 arches. This is the case in both |
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Remember when I said I checked every waterfall texture in Valley? Well, forgot that secret area. Again, technically this one seems inverted but hell, if it's even hard to notice when explicitely looking for orientation, I don't think it needs a fix (also same argument as my other screens, probalby intentional). (Valley was randomized but not mirrored so it shouldn't be that) |
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This time I actually found something: (Pyramid, room 21) |
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Somehow missed this one in Tomb of Tihocan: |
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Found by @Richard-L - patterned ceiling is out of place in this cave, plus IMO the green triangle on the right seems off. |
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Welcome back @lahm86! I got these new texture issues I've been collecting over the last few months. Many of these might be considered subjective so I'm happy to leave it to you to decide where to draw the line. 👍 Edit: Updated to correct a typo. BTW something to consider for later - do you think #348 could be brought under this group? I think having a single texture on the top and 4 sides of pushable blocks would help to solve the seams issue. |
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Something I think we should consider too is the inconsistency here between Atlantis, the cutscene and The Great Pyramid. The door disappears in the cutscene after Atlantis and then returns as a different type in The Great Pyramid. The other "secret" door on the right disappears too in the cutscene, leaving a gap. We can make it consistent throughout, so plugging the secret door gap in the cutscene and using the same door model for the other in all three cases. The question is though, which door model should it be? |
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Texture overlap in Atlantis - this isn't a new find but rather one that was difficult for Lahm to resolve. I thought it's best to put the issue here so it's documented for the future. |
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Sorry if these in Cistern had been logged already, but thought I'd post them: |
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Two more in Natla's mines that could be considered, in fact both in the same spot and opposite to one another: |
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It seems the altar stretched texture keeps coming back to haunt us imao. Pay attention to the triangle when the lightning appears. Video.2.mp4I also put together a few more texture issues for consideration in the future, which also includes the Colosseum texture issue mentioned by Gσиzαlσ on discord. |
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Colosseum, room 83. The texture to the left of Lara is upside down. |
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I've never really thought about this until recently - I think the stray transparent pixels (pictured below) are dev oversights. These pixel-sized holes are more apparent when bilinear filter is enabled - because the filter darkens internal edges. This issue affects 2 different textures which are used in the following levels:
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This one just struck me: compare the top and second step front facing texture here in Folly. |
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Lahm and I wondered if it wouldn't be worth going after all the erroneous faces in the level meshs, now that there is the injection framework.
He posted these two examples:
There are quite a number of occurrences of these in both the main game and UB.
Questions to discuss:
Personally I would say yes because they're a clear error or oversight, and it would be a nice polish.
Would it be better to try and collaboratively collect as many as possible of them in one single issue, or had every occurrence better be its own separate issue?
I would estimate almost every other level has one, so in total with UB maybe there would be 15 (?). Would these mean too many inflationary issues if handled individually?
Or would it be better because it's cleaner, and we'll likely miss some anyway and need to go step by step?
I assume these faces simply have no texture assigned to them, so that there is no trace or indication which one to use, and it would have to be a well intended guess, or something that maintains visual continuity (eg if a repeating wall texture were missing).
Happy for your thoughts.
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