Open Graslu opened 1 year ago
Compared to 1964GEPD:
Carrington Institute: dataDyne Defection, Extraction, Mr. Blonde's Revenge: Crossbow:
Another one on Crash Site: fixed
Some of these seem to be caused by lack of texture mirroring and mipmapping (Possibly even both for Defections carpets). Not sure what would cause the second issue in Attack Ship to not render correctly, however.
The corrupted textures in CI and the dataDyne tower are of type I4. (I flipped the green component of each type to check until something showed up.) Not sure what causes it to all be white rather than blue in the CI case, however. Haven't looked into the other cases yet.
Anyway, here's what happens when you force the carpet texture to be 64x16 rather than 32x32:
Hmm... What about 64x64?
It doesn't explain why it's misrendered, but I'm suspecting this isn't a bug in the RDP emulation layer.
I think I fixed the CI door thing texture in one of the latest commits. IIRC it was actually CI4. The carpet though I don't know. Definitely size is calculated wrong in the renderer somewhere.
According to the GoldenEye setup editor, the texture for Defection carpets is a 64x64 4bit grayscale mirrored image using a detail map texture.
What is likely happening is that the UVs for the carpet are using the detail map UVs, thus making them appear smaller
Is this a similar issue in grid? Looks kind of like the detail map texture too
Oh yeah forgot about the multiplayer maps... There's also the computer in the firing range that breaks after you play through a few weapons.
Oh i noticed that too, actually the computer in the start conference room did the exact same thing with the lines going down
Edit: lol is that her office? It sure doesn't look like one, at least i never thought of it as one
Is this a similar issue in grid? Looks kind of like the detail map texture too
The setup editor says Grid uses detail maps too so it's likely grabbing the wrong texture.
The computer in the firing range isn't just the only computer that breaks, the one in Jo's office also breaks after some time.
As for the carpet, I did suspect it was using a mirroring mode, but good spotting w/ the detail map. Heck, if the mirroring gets implemented, then it might also fix the bullet holes that appear when you shoot at metal.
Which is to say that this statement
I'm suspecting this isn't a bug in the RDP emulation layer.
may be partially wrong.
See, the problem is mirroring is implemented. It just doesn't turn on.
Is it being detected by the texture itself, or per triangle? Not sure how it's done internally, but the setup editor allows selecting and assigning texture mirroring per triangle. Same with detail map and no Mipmap. It should be working since envmap works, and has the same per triangle system.
Oh yeah forgot about the multiplayer maps... There's also the computer in the firing range that breaks after you play through a few weapons.
All computers seem to break over time, I'd been meaning to report. The Bar Graph ones break the quickest
The most telling of the breaking computers is the scrolling "text" one. If you wait for enough iterations of the texture to wrap around, you eventually notice that it tends to "lock" at the bottom and it stretches out the top. This suggests that the texture coordinates are getting clamped weirdly.
The result of the bar graph one (dark green on the bottom half, black on the top half) might suggest that it's being animated horizontally.
An update on the monitors: They glitch out differently if you compile the game with Clang.
The bar graph monitors tend to briefly show 2 animation frames of a moire pattern before continuing on as usual. The scrolling text monitors scroll a moire pattern for a few seconds before continuing.
So it seems that GCC will saturate a number here while Clang will wrap it.
-fwrapv
should make that behavior the same on both of them, but I'm more interested in where in the code that happens.
Is this a similar issue in grid? Looks kind of like the detail map texture too
The setup editor says Grid uses detail maps too so it's likely grabbing the wrong texture.
For sure, this texture is the Borg Crate placeholder texture, originally from Goldeneye.
https://tcrf.net/GoldenEye_007_(Nintendo_64)#Borg_Crate
https://tcrf.net/Perfect_Dark_(Nintendo_64,_Xbox_360)#Borg_Crate
A shoot in the ahem dark. Saw this bug on the gliden64 bug tracker https://github.com/gonetz/GLideN64/issues/158
Saw this too, I remember gliden64 used to have bugs with upscaled stuff https://github.com/gonetz/GLideN64/blob/7dc5b9ffcb0df73952208b528f4c20ed28d9c745/src/Graphics/OpenGLContext/GLSL/glsl_CombinerProgramUniformFactoryAccurate.cpp#L28
Worked around the detail texture issue by just skipping them I think. This does not fix all of the textures, so there are definitely more LOD-related issues.
It's a pretty good solution for now, the carpets look much much better
Grid textures should also be fixed now.
The latest update also fixed the textures on Crash Site, including the mountain one that kept switching back and forth like the Air Base one... Which weirdly enough, is still affected by the same issue.
Might have fixed some more, mostly snow, rain and sparks. The blood splatter texture is now correct, but it still doesn't render quite right.
The rain now no longer looks like GTA Definitive edition. Sparks and snow also render correctly too.
Played through the whole game just now and I could only notice the RC-P90 world model, Crossbow, Attack Ship and Skedar Ruins broken textures, all the rest seem to be working fine now. Will have to check multiplayer soon but I think those are fixed as well.
Forgot to say on the thread that the wooden and metallic bullet holes are also broken as they're not mirroring.
Ok, I've found this earlier but forgot to report it. The metallic frames / beams in columns turn transparent when the lights go out: (Merged with main post)
1964 GEPD:
Port:
Ok, I've found this earlier but forgot to report it. The metallic frames / beams in columns turn transparent when the lights go out:
1964 GEPD:
Port:
Crap, I found that too, but I didn't know it had to do with the lights, so I assumed it was silently fixed
Bullet trails seem to be affected by some similar issue to the lasers: (Merged with main post)
I noticed that some surfaces are using the wrong texture for the scorched bullet decals. (These screenshots were taken outside of Cassandra's office on the ceiling) When also trying to look at the metal impact issue, I couldn't figure out much, other than it only loading half the texture in memory. Port: Original Game:
It would probably be worth editing the posts to denote which ones are fixed, at least to make this easier to see what's left at a glance.
There are pink outlines on the edges of certain faces in the Carrington Institute. Especially on hidden doors (the one in Daniel Carrington's office is also a misaligned texture).
This is not a texture issue, these are seams in geometry. Which ones of them are portal-related and which ones are just there in the level data I don't know. As you can see, they are also visible in 1964GEPD at high enough resolutions:
I've updated the thread removing the fixed textures as requested.
Bullet holes, lasers and Attack Ship/Skedar Ruins stuff should be fixed now.
Updated the thread again, only three left of the ones we noticed at least!
Detail textures should more or less work as of 1d040b1.
Just noticed this; the Crossbow's bolts texture is also broken. PC port: N64:
Updated the thread removing the already fixed textures. Carrington Institute: dataDyne Defection, Extraction, Mr. Blonde's Revenge (When you shoot out the lights): Crossbow: