rwtema / DenseOres

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Textures not displaying correctly #2

Closed UndeadZeratul closed 10 years ago

UndeadZeratul commented 10 years ago

I'm running into some issues getting this to work with certain ores. I may be doing it wrong, but just in case I'm not, I figured I'd post what my config is here along with some screenshots of what blocks were created in case something isn't working correctly.

I'm using version 1.1 (1.0 was worse, for reference) of dense ores, version 4.0.2.5 of Metallurgy, and version 2.0.0.833 of Biomes O' Plenty. The problem I'm having is the texture generation seems to go awry when trying to create dense versions of Metallurgy ores.

Here is my config: http://pastebin.com/9z0byVB4

And here are some of the results: https://imgur.com/a/eJ2R5

Some had completely broken textures, some had discoloration issues, some only seemed to rotate once. Oddly enough, not every ore broke, and even ores from the same mod sometimes worked, yet I didn't configure them any differently (to my knowledge at least) so I don't understand what could go wrong. Am I just doing something wrong? Or is there something conflicting with the base stone/end_stone/netherrack and the ores in question? If so, is there anything I can do to alleviate the issue?

MoxieGrrl commented 10 years ago

Can confirm. Same behavior here. Ores drop correctly.

https://www.dropbox.com/s/gowz3fqyky81l3u/2014-06-09_20.45.55.png

Copper ore, Metallurgy 4.0.2.8.

Edit: Took a few more screenshots.

Top view of all the ores: https://www.dropbox.com/s/nial02f67oelano/2014-06-09_23.25.21.png

Top row: https://www.dropbox.com/s/pxs5uxu17yt7ff4/2014-06-09_23.25.52.png

Bottom row: https://www.dropbox.com/s/mlbselcj92o144w/2014-06-09_23.26.08.png

Seems to me that the main issue is the ores that are in the regular stone.

UndeadZeratul commented 10 years ago

Yeah, the ores in stone are obviously the worst. I think the BoP ones may only rotate once because their base texture is tweaked, and thus is only able to rotate once. The Metallurgy ores are the odd ones, because the standard ores should have no problem, yet they tweak out pretty hard. The end stone ones I can deal with and just chalk up to that's how they look when they're rotated, and the nether ones look fairly decent from what I can tell. It's just those base ores on stone that have me confused as to why they not only don't render correctly (at the worst I'd expect them to look a bit off like the end ores) but they turn completely black and white, which is what's odd to me.

Glad I'm not the only one getting these issues. Did you copy my config for your testing? Or did you make your own? Just wondering if it could still be something I did wrong in my config.

drinfernoo commented 10 years ago

Still an issue here as well.

rwtema commented 10 years ago

The issue is that there are very subtle differences (about 1-5 levels in RGB) in the stone part between the ore's texture and the base stone texture. It's not visible to the human eye but it confuses the algorithm. I've updated the algorithm to ignore very small differences, so hopefully it should work a bit better.

UndeadZeratul commented 10 years ago

Those silly ores and their practically matching but not quite matching pixels. Does this fix the purple discoloration on the ender ores? Not at home so I can't check.

UndeadZeratul commented 10 years ago

Just tested again, sadly it seems to be something in Metallurgy, because they're still acting up:

https://imgur.com/2y2uoMi

I'll post a response to the issue I posted on their end as well, just so both parties are aware of this. In the meantime, I can always use Thermal Foundation's versions, as they're the important ores really. Still, weird that it works fine for Thermal Foundation, and TiC (haven't tried IC2 personally) but Metallurgy ores break.

rwtema commented 10 years ago

Not sure what's happening with the Metallurgy textures. Might be a image format issue or something.

UndeadZeratul commented 10 years ago

I'm worried at this point that I'm just doing something horribly, horribly wrong with setting these up. Your code looks for .png files, which the metallurgy ore textures are.

If the ore texture referenced in the configs are wrong, IIRC, they render as purple and black checkerboards. The fact that they're not should mean I referenced the files correctly, right? Are there different formats of .png files?

What I can do, is test with some sort of resource pack overriding the default textures on the metallurgy ores, and see if it's the images themselves that is causing the issue.

UndeadZeratul commented 10 years ago

So I've tested this again with a resource pack (sphax, to be specific. There was an update to the metallurgy patch) and it's not black and white anymore: https://i.imgur.com/l8ZvIfX.png

It looks like something in the default texture is breaking your algorithm. I'll let those guys know what I've found as well, maybe they just need to tweak their textures?

rwtema commented 10 years ago

Okay I think I found the issue. It was a case that metallurgy textures weren't including an alpha channel and it was derping the algorithm. I've fixed the issue. by creating the new buffered image to be specifically ARGB.

UndeadZeratul commented 10 years ago

:D I'll test this when I get home after work. Thanks again Tema!

rwtema commented 10 years ago

I haven't done it yet, give me a minute to test.

UndeadZeratul commented 10 years ago

haha, no rush man. I still got a few hours to get home before I can even get on. No worries :)

UndeadZeratul commented 10 years ago

Just thought I'd put in a post-fix comment. Looks like version 1.4.1 fixed things. Here's dense zinc ore from Metallurgy in all it's dense goodness: https://imgur.com/u6tZ8DG

Thanks RWTema!