Replies: 46 comments 86 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: Palace Midas Atlantean Stronghold (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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Wrongly rotated quad in Vilcabamba room 73. |
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Folly room 23 - wrong sized textures compared with neighbours. |
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A late addition for City of Vilcabamba, but hopefully not too late. The floor under this table is untextured. There's another table like this in room 1 which has a floor texture underneath. |
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Thought I'd throw this one in for consideration - Atlantean Stronghold near the first secret. |
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Just adding a few texture issues I noticed in the last few days for consideration in the future. Most notable is the room above the glass ceiling in Bartoli's Hideout. |
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Z-fighting here. |
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In Venice, the static hanging lanterns (ID: 30) only have 2 double-sided textures. I wonder if it should be all double-sided or one-sided, I'm leaning towards the latter. In Tibetan Foothills, the cabin's static roof ice doesn't quite align with the roof itself, which results in visual gaps. In The Cold War, the ice cavern with the golden skull has quite a lot of black meshes that are present above, below and between flipmaps. It may need some creative thinking. This affects rooms 80, 81 and 82. A subtle shade could be added to Obelisk of Khamoon, room 19, so it'll look consistent with other similar areas. There appear to be inconsistent textures on the rotor part of the plane, when comparing Opera House with Offshore Rig. The plane rotor is missing a texture face on one side. This issue affects both Opera House and Offshore Rig. In Opera House, room 105, the dressing room's tables are slightly positioned inside the wall, see the back legs. (ID: 16) |
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In Palace Midas, room 69, there are 4 static objects that overlap with one another, which causes flickering (ID 14 & 15). In the same area, there are pixel-sized holes affecting a number of static objects. See the 5 white arrows pointing to these rogue transparent pixels in the 2 images below. This affects the following static IDs: 12, 13, 14, 15, 21, 23, 25, 27. |
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In Floating Islands, room 29, there's flat red textures that looks quite odd and unfinished. Perhaps it could be replaced by the texture used by the nearby curtains (Door 8).
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Deck room 32/36. |
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@aredfan is this a new one? Vilcabamba room 88. |
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There are four squished textures in room 11 of Lara's Home. |
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Not so much a texture issue but the vertex lighting in Folly room 13/14 is not blended well compared with the flipmap. |
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I was wondering if the discontinuity in the orange wall is something that would be worth looking at. |
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In Natla's Mines, once the cabin is fully lowered, it appears to have a roof that is visible through the windows. The lower roof is not visible when the cabin is at different heights above the ground. |
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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:
Images
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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