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[Bug]: Missing skybox parts (Deep Lake, others?) #153
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C2C Xbox actually seems to include both skybox sections, the model format between Xbox & PC is really similar too, at least for the C2C releases, so maybe that can be reused... though when I tried copying file over it just resulted in sky not displaying, but at least it didn't crash - if we're lucky it might just be some texture incompatibility. |
I believe the lake in Cloudy Highlands also has this issue, but it's not as noticeable from the angle you drive in at. |
Tried a bunch of edits to see if I could get Xbox model loading but didn't have any luck, some reason almost all the positions/radius/indexes of things had been changed between the two releases, so don't really have any point of comparison to see what could be breaking it... Only thing I've really noticed is that the vertex_format_size field is different between Xbox & PC, but the flags that specify what the vertex format contains are the exact same - maybe there's some difference in how Xbox & PC / D3D8 & D3D9 store vertices which changed the size? Best bet might be to somehow get the model vertices exported to view in another app, can probably figure out what's different between them then, haven't really dealt with 3D models much before though :/ (EDIT: seems Xbox can use NORMPACKED3 to pack three float values for normals into a single float, reducing size from 32 bytes per vertex down to 24 bytes, aka the size I saw on Xbox - good chance this could be what stopped Xbox model drawing properly...) |
Aha got the xbox model running, was just those packed normals that were messing it up 🐱 (that and textures being raw on Xbox while DDS on PC, luckily could just copy the PC texture data over and fix up some offsets) Still not completely fixed though, like the Tulip fix there's not really any blurring with it so void just seems colored blue now (though there is a reflected texture there), still gets us a bit closer to what the intended C2C would have been like. OutRun2006Tweaks-DeepLakeSkyboxFix-1.0.zip How that was made, for future reference:
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Seems Xbox Cloudy Highlands model matches between xbox/PC, at least the model file anyway, didn't check it in-game yet - if that does have black void I guess only option is swapping sky with a different map :/ Did notice the CH skybox model actually had vertex positions matching up between PC/Xbox too, no idea why the DeepLake ones are completely different, maybe they decided to remodel it to improve performance or something. Might try seeing if I can make a tool to compare all the model vertexes and see what ones got changed, guess the Xbox ones would probably always be closer to original. |
Ran a check over all the xbox/pc models, only ~79 out of 524 had vertex differences, obj_course_obj_sky_lake_pmt seems to be only skybox mentioned there, a lot of the stage cs_CS files are changed too (though a lot also seem to still match up)
Not really sure if it's worth trying to convert all of those, at least this gives an idea what to look at wrt any changes though. |
Also compared poly counts between them, seems
Maybe worth converting one of the characters some time and see if there's any noticeable difference with it (or figure out some way to extract the vertexes to view...) |
Also discovered an odd issue, some models include primitives which are Need to check if game is actually trying to send type 8 to D3D9 or maybe it has some conversion stuff built in, if it doesn't maybe this could explain some of the missing gfx like the #146 reverse jungle water |
Wow, I never noticed that second one. An entire section of the sky is just gone. Is that vanilla? |
Hmm, don't think the skybox was any different in Xbox C2C like the deep lake skybox was, if there's any other release that doesn't have it broken maybe can look into porting those too. (or we could just do a tulip swap there, if there's no water reflection for the upper skybox to leak into that would probably work fine) |
As discussed in #21, the water in Deep Lake shows up as a black void, which gives the water reflection a pretty obvious seam between the "reflected" stage model & the void itself
The void seems to be caused by the skybox itself missing the bottom section, on OR2Xbox the skybox displays as
But in C2C PC, the skybox is
Some other stages do include both sections of the skybox though, eg. Tulip Garden, and can have the model file switched over fine - though since these skyboxes aren't designed for Deep Lake it does seem to cause a small part of the upper sky to leak into the water.
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