Textures with glow maps...a bug?
#1 Posted 25 April 2016 - 07:54 PM
Here's an example:
Once this starts happening, then the texture will be corrupted like that for the duration of the game. It doesn't matter whether I am in Polymer or Polymost, or whether I restart EDuke32 and load the saved game. All appearances of the texture will be messed up. Interestingly, it never happens in Mapster.
I have only see this happen on textures that have glow maps. Any ideas on what is causing this or how to avoid it?
EDIT: Turning glow textures off in the video menu fixes it (at the expense of not having a glow texture, of course), so this confirms it is a problem with displaying the glow map.
EDIT2: I restarted the game and then turned glow textures back on and...this time it displayed correctly. So at least I have a workaround for players who encounter the problem.
This post has been edited by Trooper Dan: 25 April 2016 - 09:45 PM
#2 Posted 25 April 2016 - 10:17 PM
Uh oh! This texture with a glow map has started glitching. It will keep doing this on every surface with that picnum for the duration of the game, even if I restart EDuke32.
Turning off glow textures in the EDuke32 menu will stop the glitching. But I lose the glow.
If I turn glow textures back on, it will glitch again, unless I quit EDuke32 and load the saved game before turning them back on.
#3 Posted 26 April 2016 - 03:53 AM
I've reported it to Plagman and am awaiting news.
If you want to contact him and provide him with a use case or test file, that would probably help.
#4 Posted 26 April 2016 - 11:09 AM
Tea Monster, on 26 April 2016 - 03:53 AM, said:
I've reported it to Plagman and am awaiting news.
If you want to contact him and provide him with a use case or test file, that would probably help.
I'll wait around and see what happens with PolymerNG. icecoldduke's renderer will have a whole different set of bugs and then this particular one won't be an issue
#5 Posted 26 April 2016 - 12:44 PM
#6 Posted 26 April 2016 - 12:49 PM
More detailed report here: https://forums.duke4...nt-and-polymer/
#7 Posted 26 April 2016 - 01:16 PM
Hendricks266, on 26 April 2016 - 12:44 PM, said:
I do not know whether the glitched glowmaps can start to appear if texcache is disabled. I do know this: once they start appearing, deleting the texture cache is not sufficient to make them go away. I have to actually disable glow maps and then restart the game before turning them on again (this doesn't always do the trick, either). The glitched texture will even appear as such in the preview image of the saved game.
By the way, I am not assuming that this is the same issue that Tea Monster is reporting. One involves glow and other maps not showing up on models, my issue involves glow maps glitching and taking over textures.
#9 Posted 26 April 2016 - 06:57 PM
Mark., on 26 April 2016 - 02:55 PM, said:
Yes, that's exactly how I do it. Is there a better alternative?
#10 Posted 26 April 2016 - 08:10 PM
Trooper Dan, on 26 April 2016 - 06:57 PM, said:
Technically, and I am too lacy to test this, a simple black (not blank) and white image will do.
Is there a wiki that explains all map types (for textures) that are supported by EDuke32 and what to look out for when making them?
This post has been edited by Hank: 26 April 2016 - 08:12 PM
#11 Posted 26 April 2016 - 08:56 PM
Hank, on 26 April 2016 - 08:10 PM, said:
Glow maps are simply overlaid on top of the base texture.
While your idea of a glow mask is very interesting as a performance-saving measure, it wouldn't work for ye old Polymost.
#12 Posted 05 May 2016 - 10:30 AM
#13 Posted 05 May 2016 - 11:25 AM
#15 Posted 05 May 2016 - 11:51 AM
Trooper Dan, on 05 May 2016 - 11:25 AM, said:
This is one reason why shipping with precompiled assets is a good thing .
#16 Posted 05 May 2016 - 12:07 PM
EDIT: If the latest snapshot broke something in texcache, then I do need to look this at right now for HTTKC. I'm glad I pushed the change so it could get tested. For now, roll back.
icecoldduke, on 05 May 2016 - 11:51 AM, said:
Nice shitpost. My texcache improvements having a bug is not a point in favor of something that doesn't use a texcache.
This post has been edited by Hendricks266: 05 May 2016 - 12:12 PM
#17 Posted 05 May 2016 - 12:22 PM
Hendricks266, on 05 May 2016 - 12:07 PM, said:
I actually wasn't even talking about the Eduke32 texcache in particular. I have worked on many projects that have had mega files for various reasons, and no matter how much engineering goes into making sure these mega files don't get fucked up...they always end up getting fucked up. Which is why mega files are great when you build them from scratch and send them out in a build. They aren't so great when users have to keep updating them, cause eventually they have to get deleted and rebuilt. This is ok for developers, no so much for end users.
My comment wasn't directed at you or even EDuke32, it was directed at Trooper Dan cause of our back and forth in the other topic .
This post has been edited by icecoldduke: 05 May 2016 - 12:27 PM
#18 Posted 05 May 2016 - 12:32 PM
icecoldduke, on 05 May 2016 - 12:22 PM, said:
My comment wasn't directed at you or even EDuke32, it was directed at Trooper Dan cause of our back and forth in the other topic .
I don't see how that can be true. It's the exact same subject.
You quoted Dan's post about the texcache and made that quip... and it's not about the texcache? Really?
I'm not upset (since it clearly wasn't personal), but discussion about PolymerNG development continually reminds me of a situation I lived through for a substantial portion of my life, where the cool kids and their cronies would make fun of me for caring about things that didn't matter to them.
me: "It's not a point in the school's favor to claim we prepare students for the SAT by teaching to the test."
them: "No one cares." <snicker>
me: "X is wrong with PolymerNG."
them: "PolymerNG is shiny, and I've waited for so long! No one cares." [sends emails to icecoldduke]
This post has been edited by Hendricks266: 05 May 2016 - 12:42 PM
#19 Posted 05 May 2016 - 02:38 PM
#20 Posted 05 May 2016 - 02:42 PM
#21 Posted 05 May 2016 - 03:13 PM
Hendricks266, on 05 May 2016 - 12:32 PM, said:
You quoted Dan's post about the texcache and made that quip... and it's not about the texcache? Really?
I'm not upset (since it clearly wasn't personal), but discussion about PolymerNG development continually reminds me of a situation I lived through for a substantial portion of my life, where the cool kids and their cronies would make fun of me for caring about things that didn't matter to them.
me: "It's not a point in the school's favor to claim we prepare students for the SAT by teaching to the test."
them: "No one cares." <snicker>
me: "X is wrong with PolymerNG."
them: "PolymerNG is shiny, and I've waited for so long! No one cares." [sends emails to icecoldduke]
The intent of what I posted was strictly to attack a point Trooper Dan was making in the PolymerNG topic. I basically wanted to reenforce my belief that shipping with prebuilt data is the way to go for new mods. Its enevitable that end user will have to delete and rebuild mega files and time goes on. It doesn't matter how much quality work you put in, eventually that file will have to get rebuilt.
To the big point of your reponse; If you believe, anyone on here has been disrespecting you more because of me, then this needs to be addressed here and now. It has never been my intention to indicidate any of the work you do here on EDuke32 is bad in any way. I need everyone on here to really internalize that last statement.
I want to build a awesome Next Generation renderer, that is fast and efficient. I hope you can see how my approach to problems thus far has lead to results; I point to current builds of PolymerNG, and how well it can run Clear the Coast(even better then regular Polymer). The intent isn't to make you look bad, the fact is you saved my ass more then once(just look at the sound code, remember I wanted to write new XAudio code ). I really want to work with you to make sure my efforts conform with the idea of the build engine. I want to be able to work with you on developing tech that goes into PolymerNG.
I'll talk about tech in the other topic, but I hope that you accept my sincere apology. I hope the rest of you really take to heart what I said. This is a team effort.
As a side note sorry to hi-jack the thread .
#22 Posted 05 May 2016 - 03:22 PM
icecoldduke, on 05 May 2016 - 03:13 PM, said:
You are not to blame for anyone else's disrespect.
icecoldduke, on 05 May 2016 - 03:13 PM, said:
I'm convinced that loading prebuilt data is a good option, perhaps the best option for performance. I'm not convinced it should be the only option.
#23 Posted 05 May 2016 - 11:01 PM
Quote
This is silly and the whole point of working with old game mods is that you don't have to deal with this kind of bullshit. I still have no idea why you're intent on trying to force this level of professionalism on modding a 20 year old game than some of us just do in the evening to wind down after work.
I respect the work you're doing but you have to understand a lot of us modders have no actual interest in the games industry or trying to adopt its practices of 'shipping' or whatever.
#24 Posted 04 June 2016 - 03:06 PM
Trooper Dan, on 05 May 2016 - 11:25 AM, said:
Have you seen this problem since then, either in an ART tile or in a hightile?
#25 Posted 05 June 2016 - 10:09 PM
Hendricks266, on 04 June 2016 - 03:06 PM, said:
The bug with the random tile replacement? No, I have not.