shadps4-emu / shadPS4

PS4 emulator for Windows,Linux,MacOS
https://shadps4.net/
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(Bloodborne) one tree type won't render in Forbidden Woods #1314

Open LibretroAdmin opened 1 month ago

LibretroAdmin commented 1 month ago

In Bloodborne, there's one tree type that won't render. It seems to be mappiece 'm_009001' from map 'm27' (Forbidden Woods).

You can see it here in a Souls editor Smithbox.

image

This might be a material/blending issue.

The material MTD types are as follows in case it helps: Material 17 - N:\SPRJ\data\Material\mtd\map\M[ARSN]_l.mtd Material 20 - N:\SPRJ\data\Material\mtd\map\M[ARSN]_l.mtd foliage - N:\SPRJ\data\Material\mtd\map\m27_00\m27_tree_grass[A]_l_e.mtd Material 25 - N:\SPRJ\data\Material\mtd\map\M[ARSN]_l_blend.mtd

How it looks like ingame - the tree is not being rendered so this little lamp is suspended in mid-air -

tree

IAmBatby commented 1 month ago

Don't have the specific model id's but more trees after the Shadows Of Yharnam fight do not load correctly either (the trees depicted here are what are loaded on a native ps4, they are not present on emulation)

image

LibretroAdmin commented 1 month ago

@IAmBatby seems to be on the map Byrgenwerth (m32), mappieces 'm_000157' and ''m_00151)'.

The one common denominator I think I have seen across all these meshes so far is the material 'N:\SPRJ\data\Material\mtd\map\M[ARSN]_l_blend.mtd'. Maybe all mappieces that use that material right now just won't render?

image

AwesomeSoftware79 commented 2 weeks ago

This issue seems to be related with tessellation's implementation. Using frodo's build, which implements tessellation, these trees are being rendered correctly (at least those trees after Shadows Of Yharnam`s fight): https://github.com/baggins183/shadPS4/actions

Once frodo finishes his work and creates a PR this ticket should be retested.

LibretroAdmin commented 2 weeks ago

Yes, I can confirm these trees are rendered now w/ the tesselation branch