Camera Fix + Dungeon Maps Texture Problem

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Hi all pro map modders out there, I'm having a problem with textures on the dungeon maps in pristontale. No other maps have this problem, ONLY dungeon maps.

The texture decides to not tile itself, it just stretches, making the whole map look crappy

What I am attempting to do is fix the camera rotation problem that is in current dungeons, as the camera hits the edge of walls it zooms in, making it really awkward to fight monsters. I have fixed this issue by adding a floor layer under the map, so the camera acts more naturally. However when I import the maps, the textures become all retarded.

Does anyone know how to fix this?

 
The texture decides to not tile itself, it just stretches, making the whole map look crappy
Could you post your

*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
[...]
}
}

from .ASE file.


What I am attempting to do is fix the camera rotation problem that is in current dungeons, as the camera hits the edge of walls it zooms in, making it really awkward to fight monsters. I have fixed this issue by adding a floor layer under the map, so the camera acts more naturally. However when I import the maps, the textures become all retarded.

This is how camera in PT works its tiling your "behind", maybe if you increase "zoom out" it will not do this.
 
Could you post your

*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
[...]
}
}

from .ASE file.

Emh, there are 206 sub materials. Don't wanna copy/paste here, so I've put the text file here:


This is how camera in PT works its tiling your "behind", maybe if you increase "zoom out" it will not do this.

Eh I should have worded it better. I mean the edge of the map, parts that have no ground. The camera can not go over these "black holes" so when your camera does hit this barrier, the camera squashes in. This problem is more noticeable in et3 with it's long narrow hallways. I have fix this issue by putting a false ground under the map so it does not happen.
 
Too big for me to check all >=P

If its dun-1 than convert it to .ASE, open it in max and add floor, export floor only to different .ASE file,
copy *GEOMOBJECT {
[...]
}
from your new .ase to dun-1.ASE:
between *GEOMOBJECT {
[...]
}
and
*LIGHTOBJECT {

if you are planing to add texture to it than you need to edit your material list, pattern look like this:

*MATERIAL_LIST {
*MATERIAL_COUNT 2
*MATERIAL 0 {

}
*MATERIAL 1 {

}
*MATERIAL 2 {

}
}
where *MATERIAL_REF 2 is your material number.


As for camera problems you might want to try putting your "extra floor" somewhere else and on different angels, near wall with 30° or modify camera code (and add FPP view ;)).
 
Ye I know about all that, the problem is the map textures stretch.

I have tried the .max map file that was released ages ago, and I have even used the smd to ase converter. Same texture problem. I just find it odd that only the dungeon maps have this problem. All other maps convert and display the textures perfectly.
 
Everyone knows I know almost 0 about modelling, so this may be way off. But it may prompt something in someone who knows more, so I'll mention it.

One thing I noticed about the dungeons which is utterly different to exterior maps (and some of the "caves") is that they have a "lighting map".

From what I can see, this appears to be a overview texture which is low resolution, and presumably meant to affect lighting levels of areas on the map, and models which walk over it.

I don't think it works very well, and may be as well being removed from those maps in preference for your camera fix. But is it possible that your edited maps are replacing the normal textures with this global "lighting map" texture?

It may be that Sandurrs exporter doesn't recognise the lighting overlay properly, and I imagine it was used to generate the .max maps that where released earlier too.
 
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
is the problem.

You can increase tiling value but you should not do this on all bitmaps. I tested idun01.BMP (floor) and it worked.

Probably .smd reader don't recognize other values. The quickest way is to report this bug/ask Sandurr or check .smd file in that place.

@bobsobol It might be lighting overlay, old dun-1 (from 1.66) don't have this problem but it look like its overlay was removed (result: map is too bright), or older PT versions was putting fake shadows in some other way.
 
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Yes I am Sandurr and the smd reader does not read lighting maps correctly. This is because it was hard to reverse from smd. Lighting maps are overlayed using 'Mappingchannels' in .ASE. You can see this in the official leaked endless-9.ase that kPT leaked for us which is an intact original .ASE that is using lighting maps, it's a good example to work with.

However as far as I remember the .ase to 3dsmax also doesn't support lighting maps. You can confirm this by trying to convert the official endless-9.ase to 3dsmax and you'll see that will mess things up too, even though its a real .ase.

I haven't had a reason to fix this properly yet so I won't be fixing it anytime soon.
 
Vormav... You Sir are a GOD amongst men!
If I could press like a million times I would.

Worked perfectly, and I think I found the 'sweet spot' number that seems to be working on most surfaces so far "50.000"

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SunnyZ - Camera Fix + Dungeon Maps Texture Problem - RaGEZONE Forums


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SunnyZ - Camera Fix + Dungeon Maps Texture Problem - RaGEZONE Forums


@Sandurr do you happen to have the leaked et3 ase map? I'm trying to download KPT, but not having much luck.
 
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It's not in the current KPT, and a quick search of my archives suggests it's not in any of the older versions I ever downloaded either. If anyone has that in any of their client archives it seems it would help map research greatly if you could share. :D:
 
I was just thinking, texturing map its a lot of work. Did you try adding your "floor" as animation file (.smb)? I don't know how you fixing your camera so I can't try it. smb might be transparent for camera so it might not work. But if this is not working than maybe adding "floor" as another map?
 
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