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#47 Half-pixel UV offset on .MDLs

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open
nobody
None
5
2023-09-07
2021-07-02
chedap
No

Another casualty of GLQuake transition, the texture coordinates on "alias models" are interpreted differently (middle of the pixel vs its corner) compared to DOS Quake / WinQuake.
In the example, the E1M1 elevator grunt gets two extra half-pixels on both sides of the seam.

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Discussion

  •  chedap

    chedap - 2021-07-02

    The attachments seem to have failed

     

    Last edit: chedap 2021-07-02
  • Ozkan Sezer

    Ozkan Sezer - 2021-07-02

    Eric?

     
  • Eric Wasylishen

    Eric Wasylishen - 2021-07-08

    Yeah, this is one of the GLQuake differences / bugs compared with Win/dosquake. (.mdl brightness clamping is another - IIRC in dosquake, mdl's can never get fully 0, 0, 0 black if standing on a 0 lightmap sample, whereas in GLQuake they can.)

    The only reason not to fix this is, you can view it as a breaking change. e.g. mods released as "tested with Quakespasm" would get subtle visual breakage.

    OTOH by not correcting it, we have visual breakage in the original game, as seen in those screenshots.

     
  • stn

    stn - 2023-08-11

    I have created a patch that fixes this bug. It corrects the texture coordinates only for the original game models by differentiating between original game data + mission packs and mod data.

    This way models from mods will look the same as before, while the original models will look right.

    Regards,
    stn

     
  • stn

    stn - 2023-08-11

    Screenshot for reference

     
  • Ozkan Sezer

    Ozkan Sezer - 2023-09-06

    I'd rather not apply this patch after Eric's comments above.

    Eric?

     
  • stn

    stn - 2023-09-07

    I have tested the patch with the Arcane Dimension mod. Everything there was not changed.
    However, I had made a mistake by assuming every mod has its own directory, making the patch affect custom models from mods installed in the game's official directories (id1, rogue, ...).

    I could modify the patch to also check which .pak files (id1/pak0.pak etc. for the original assets) they get loaded from, thus not changing the texture coordinates of any models from mods. I believe this would address all the concerns that were described. Would that be the right approach?

     

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