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OPEN  Bug report #3089  -  material system's dirtmap unusable for RMAs
Posted Dec 28, 2011 - updated Jan 28, 2013
alextishin (alextishin) has been working on this issue since January 28, 2013 (20:48)
Issue details
  • Type of issue
    Bug report
  • Status
     
    Open
  • Assigned to
     alextishin
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     mcr2010
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Battlescape
  • Resolution
    Not determined
  • Priority
    2. Low
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
    icon_customdatatype.png Not determined
  • Platform
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
Issue description
Item 3089 imported from sourceforge.net tracker on 2013-01-28 19:58:38

the dirtmap parameter is applied to every bsp file surface seperately instead of combining the whole surface (texture) and applying it afterwards - so it produces bad looking results...

It is usually used on ground textures to break up repetition of these a bit, but this produces bad results when used on RMAs, because the tile structure gets visible (you can make out where one tile ends and the other begins because the dirtmap texture is "cutted" there)...

I am setting this one to priority 6, because better ground texturing for RMAs would massively improve their visual quality.
Comments Ported from Sourceforge  ⇑ top
alextishin (2011-12-29 10:20:28)  ⇑ top
Hack for dirtmaps to work with the RMA
alextishin (2011-12-29 10:20:42)  ⇑ top
First, problem lies in the fact that dirmap works per-vertex, and not per-pixel. So, if three polygons a touching each other in the way that forms a T-junction, dirtmap will be broken at that tjunc. ufo2map fixes those inside a tile, but cannot fix them between the tiles, and that's the root of problem.

Second, I've managed to create a quick hack around it, but it is not very good, partially (or completely for some maps) killing the dirtmap effect. Attaching it to the tracker item.

Third, by changing intitial BSP splitter in ufo2map a bit, it is possible to somewhat fix those maps, so it probably should be done.
Steps to reproduce this issue
Nothing entered.