Product Chat / Strange textures in public preview

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Duchenkuke
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Posted: 31st Jan 2018 13:36
Hey guys,

I have no clue why I have this issue.
on an empty map the wall looks kinda normal:



on my level 1 map it looks completely weird..


this factory though looks ALWAYS weird....




Any hints on how to solve this?

I checked the fpe files already and they seem fine.
I also made blank specular and normal map files and added them in the folder.
The wall looked like this after:
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synchromesh
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Posted: 31st Jan 2018 13:55 Edited at: 31st Jan 2018 13:57
Has this been lightmapped in GG ?
You may need to remove the lightmaps for the preview version ?
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Earthling45
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Posted: 31st Jan 2018 14:09
I don't think it has to do with light maps, i've seen this occuring also and thought that it was because of missing texture maps.
But he has added them so that cannot be the issue.
I believe this is the same problem which Cylo has spotted with the doortextures scattered all over the objects.
synchromesh
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Posted: 31st Jan 2018 14:47 Edited at: 31st Jan 2018 14:47
Quote: "I believe this is the same problem which Cylo has spotted with the doortextures scattered all over the objects. "

I'm going by what Duchenkuke says that its fine on an empty map hence making me think lightmapping on his old one ?
I also think that its related to Cylo's door texture issue as well ?
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Duchenkuke
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Posted: 31st Jan 2018 15:04
No I didnt use lightmapping at all. Its gotta be something different..
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synchromesh
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Posted: 31st Jan 2018 15:11 Edited at: 31st Jan 2018 15:12
Just to confirm ..
The wall looks fine in if you just place it in the dx11 preview ..
Just try lightmapping your map then .. F3 ( don't save it ) to see if it changes anything
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GraPhiX
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Posted: 31st Jan 2018 15:13 Edited at: 31st Jan 2018 15:16
I can see shadows of trees try turning your shadows off and set bloom to 1 and do another screen shot, also run a test level press F11 twice look at the wall then press key 1, then 2, 3, 4 , 5, 6, 7, 8, 9 probably best to record it by bandicam or anyother video capture and post here

also add to your setup.ini these two lines

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Wolf
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Posted: 31st Jan 2018 15:53
A few questions:

Are all textures in .dds format?
Are all specular and normalmaps named correctly?
Why do you use the Preview Duke...whyyyy?



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synchromesh
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Posted: 31st Jan 2018 16:04
Quote: "Why do you use the Preview Duke...whyyyy?"

LOL ... Don't go there
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Teabone
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Posted: 31st Jan 2018 18:23 Edited at: 31st Jan 2018 18:27
Is lighting set to "real-time" ?
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Duchenkuke
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Posted: 31st Jan 2018 19:16 Edited at: 31st Jan 2018 19:17
yep. Its realtime.

And I dont use shadows. They are completely off. Trying the suggested things now. Will report later

Quote: "Why do you use the Preview Duke...whyyyy?"


Because Lee emailed me directly and told me I should use GitHub to report issues that are preventing me from continuing my game lol.
And I found out that the preview works better than I thought.
Better performance including...

Basically I am trying to continue my work and help others at the same time.^^
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Jerry Tremble
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Posted: 31st Jan 2018 22:57
Are any of those structures made with the EBE? I've had a similar issue (textures on the wrong objects) when putting regular entities on or in EBE structures. That was some time ago, though.
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synchromesh
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Posted: 31st Jan 2018 23:06 Edited at: 31st Jan 2018 23:09
Is that all custom models or could I try your .fpm file ?
BTW... Static lights don't work in the Preview build ... your game relies on a lot of those
You will definitely need those sorting first I think ..
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Honkeyboy
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Posted: 31st Jan 2018 23:14 Edited at: 31st Jan 2018 23:19
Preview = (entity) settings high = very odd results ....settings medium (entities) all becomes normal again try setting your entity settings to normal m8 i found i got the same as you did sometimes but when entity set to normal it went away and the lights still glowed just like flicking a switch
so if your like me and want things to glow e.g lampposts etc looks like medium is the new high dont know what high is rofl
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Duchenkuke
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Posted: 1st Feb 2018 07:46
Quote: " try setting your entity settings to normal m8"


Thanks but I tried that already. I know what you mean but this is a different issue...

Quote: "Is that all custom models or could I try your .fpm file ?"


The factory is free to download and the wall is from the classic DLC.

its from entitybank/classic/post apocalyptic/large brick mid

PLEASE NOTE that I only use realtime lighting here !! No lightmapping at all ! I am using the public preview version!

Quote: "Are any of those structures made with the EBE?"


No. it's all normal media.
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TazMan
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Posted: 1st Feb 2018 11:43
This is a weird one I tried it on a few levels and couldn't repeat what you are seeing, I also changed the levels of a few things in Shader Options, Graphics Options, and Post Effects, but still nothing.

I am sorry I know this is of no help but the more people that have a go at it the better chance there is of us finding the problem. The stupid thing is, I have seen this somewhere before and the problem was solved but for the life of me, I cannot remember where.

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Posted: 1st Feb 2018 11:46
Quote: "I have seen this somewhere before and the problem was solved but for the life of me, I cannot remember where."


Now that you mention it, besides my issues with the EBE, I have seen it somewhere else too. I'll look around later today.
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GraPhiX
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Posted: 1st Feb 2018 13:12
Here is a quick fix for the wall, to be totally honest I think the old classics stuff needs to be removed from the PP until someone has given it some TLC I can do some of it but it is a lot of work

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Tarkus1971
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Posted: 1st Feb 2018 13:22
yep old classics and old fpsc models cause problems in PP version set on high. Agreed.
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Duchenkuke
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Posted: 1st Feb 2018 13:35
Thanks graphix !

This works

But many assets have to be fixed for sure.. It's only a matter of time bevore another issue appears. I will do my best not to use any more models of the older archives..

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Bolt Action Gaming
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Posted: 1st Feb 2018 16:27
I can verify the black squares problem. I'm using VA's road and buildings kit with the buildings - many of the road pieces have large black polys on them, notably the bridge elements.
Cylo
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Posted: 1st Feb 2018 20:23 Edited at: 1st Feb 2018 20:24
I see some black texture parts on the building.
I had the same problem while using PP, not only with classic assets, but for example some buildings from ValuableAssets on the store.

Quote: "I can verify the black squares problem. I'm using VA's road and buildings kit with the buildings - many of the road pieces have large black polys on them, notably the bridge elements."

Yep, indeed.
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Teabone
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Posted: 1st Feb 2018 20:37
Quote: "yep old classics and old fpsc models cause problems in PP version set on high. Agreed."


I'm working on the fpsc models improvements. Though with what sparse free time I have.
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GraPhiX
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Posted: 1st Feb 2018 20:38 Edited at: 1st Feb 2018 20:53
if you are having these issues please try changing the shader from entity_basic.fx to apbr_basic.fx as long as you are on the Public Preview and delete any .DBO (as long as your FPE uses a .X file and not a .DBO)

some of the old FPE files are also calling .FPI change these to .lua and take the 1 out of the name too

I have noticed this corrects some of the older assets but not all its a bit hit and miss, like i said earlier all the old assets need some TLC I will do as many as I can when I can
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Earthling45
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Posted: 1st Feb 2018 21:30
Quote: "I'm working on the fpsc models improvements."


I've forwarded a mail to Lee to ask him if there is already someone busy with upgrading the models.
If not, and if Lee is ok with it, i'm going to do them and work through the whole stocklist apart from the fpsc which you are already busy with.


Earthling45
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Posted: 1st Feb 2018 21:35
Quote: "some of the old FPE files are also calling .FPI change these to .lua and take the 1 out of the name too"


Also the texture is set within the .x itself on some models instead of through the FPE.
The wall looks good GraPhiX.

GraPhiX
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Posted: 1st Feb 2018 21:46
@Earthling45 Thank you if you are going to do some too we need to get our heads together so that we don't work on the same ones
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Earthling45
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Posted: 1st Feb 2018 22:09
Yes indeed, sorry for the delayed reply.
Bought a toy for my cat and have had no rest since

I'm going to start with the first map, Barrels if it is not touched yet.
GraPhiX
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Posted: 1st Feb 2018 22:17
LOL ive already started the Barrels about 6 weeks ago
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Earthling45
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Posted: 1st Feb 2018 22:38
Than i'll start with the boxes.

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