General Exporting issue with Demons Souls FLVER files
FoxTrox33 opened this issue · 5 comments
This doesn't look like a corrupt texture, especially when it's lightmaps you'd be seeing a lot of "unique" colors. I believe this is either Flags1 in the texture or Flag2 in the tpf being set wrong, because I think when I was experimenting with those unknown values it looked a lot like this. It could be soulstruct writing them wrong or maybe there is some way you can edit the texture properties. I noticed some issues with how it's exporting textures for characters in my #79 issue.
I see, the way I was making the file was drawing the new lightmap over the old one so it had the same file format and i exported with the demons souls compression method in soulstruct. If i could find a way to just replace the lightmap textures without having to re-export the models i think i could make it work. I attached a screenshot of one of the test lightmaps i made. Im hoping that the colors work correctly in engine. I found the lightmaps are a lot more subtle in game so i was exaggerating the lighting to try and make it more pronounced.
Oh yeah, if you want to do a simple texture edit I would recommend just unpacking the map texture archive from m11 folder (m11_XXXX.tpf) with witchy, editing the lightmap, saving, then repacking. If you need to know what format to save it as, you can check out this tutorial on how to do it with Microsoft TexDiag
Alrighty thanks for the info :)
This may have been caused by some corrupted vertex array layouts for certain DeS materials (multi-texture ones), which has now been fixed in v2.1.8. However, it's also possible that texture flags are responsible. Will leave this open in the meantime.