Sith Holocron

[K1 & TSL] Fix Ebon Hawk shader and UVW issues

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The interiors of the Ebon Hawk in both KotOR and TSL suffer from both shader and UVW issues. Some examples follow:

 

Example 1:

MidXvvP.jpg

 

Example 2:

yqvYPPT.jpg

 

Fallen Guardian also spotted a few issues.

 

Example 3:

cYjyjHZ.jpg

 

Example 4:

pA5daTj.jpg

 

The parts he circled in Red are basically parts that are just not there. You can see right through them. Like, they're there on the texture, but not on the model in-game.

 

Finally, JCarter426 reported this one:

 

Example 5:

9zcDapD.jpg

 

Not sure if you can see it in the picture, but there's a slight crack that's especially obvious when the ship is in hyperspace.

 

 

As any mod that wants to improve/alter the interiors of the Ebon Hawk will have to deal with this UVW mapping issue, I'm making a modding request to correct these graphical issues.

 

Might you be able to deal any or all of these issues in your Ebon Hawk textures?

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Those look more like geometry issues rather than UV issues. Missing and/or inverted polys, Z fighting, etc.

The black floor panels I'm almost certain is a missing lightmap issue, which you could argue is a UVW issue... maybe

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An admission: I can't recall if this was something that affected just KotOR, just TSL, or both of them. A lot of the information when I first gathered those pictures came from an old LucasForums thread. The pictures are correct but the possible causes listed in the first post may be wrong.

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An admission: I can't recall if this was something that affected just KotOR, just TSL, or both of them. A lot of the information when I first gathered those pictures came from an old LucasForums thread. The pictures are correct but the possible causes listed in the first post may be wrong.

 

Well, I know for a fact that pictures: 1, 3, 4's issues are only present in K1. I don't know about the rest. 

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k1:

- Holes by the cockpit controls

-- Probably a Hex edit fix

- Holes in the panels

-- The problem with this is that they aren't actually holes... There is supposed to be animated meshes there that fill those spaces. I haven't figured out which versions this actually works for, but I know that this is definitely the case

 

k2:

- Black panels

-- I've concluded this is a no lightmap issue. I inspected the data around that mesh and it has no lightmap uvw coordinates. I think the only solution we have for this is to recompile that whole model and make sure everything has a lightmap assigned to it

- Hole in Kreia's room

-- I've fixed this already, the file is floating around somewhere, I can upload it

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- Black panels

-- I've concluded this is a no lightmap issue. I inspected the data around that mesh and it has no lightmap uvw coordinates. I think the only solution we have for this is to recompile that whole model and make sure everything has a lightmap assigned to it

 

Is that a no-go with the tools and knowledge we currently have?

 

- Hole in Kreia's room

-- I've fixed this already, the file is floating around somewhere, I can upload it

 

Just, don't make me recreate this one as well then :P :p chop chop!

 

There is an additional one:

 

 

tFZiyYg.jpg

 

 

People think this is a black panel, like the cargo hold floor panels, but it's actually a working panel with pitch black pipes running in front of it. To my eyes, it looks like it's the same issue, ie. no lightmaps? VarsityPuppet?

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Is that a no-go with the tools and knowledge we currently have?

It's possible to edit and recompile an area model provided it has no animations attached to it. I'm still learning lightmapping myself, so I have no proof of concept, but I can confirm that it's theoretically possible.

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Well, if you can fix this stuff I'll run through both games and screenshot any errors I can find, noticed one in the Ithorian Compound yesterday actually. 

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Wow, when you crack open the Ebon Hawk cockpit model in a 3d editor it is a wonder the ship doesn't fly apart! I found several more issues (these are all for K1, model m12aa_01p):

 

There's a hole in the wall...

 

PVFY9vP.png

 

 

No shortage of open seams around the instrument panels...

 

 

rnRQjIh.png

8f0eTky.png

raPjfEg.png

 

 

 

And, not sure how I never noticed this, but now I can't unsee it...

 

 

This screen extends through the monitor housing out into midair...

kOPzSOp.png

 

 

 

Everything I saw in this model for errors was geometry based. The holes in the Example 4 panel were maybe supposed to be part of one of the animated meshes, but yeah, no geometry is present in those spaces. Same for the hole in the wall.

 

To get the ball rolling, here is a fixed version of the K1 m12aa_01p model:

 

EH-cockpit-fixed-K1.7z

 

I filled the Example 4 holes using a new mesh w/ different keyframes from any of the other blinking lights ... so that part is neat. It seemed to come out pretty well...

 

No lightmapping changes ... the only thing that seems maybe questionable to me w/ the lightmapping in that model is below the Example 4 instrument panel there is a very black area w/ just a few blinking lights. It looks a bit odd, but maybe intentional.

 

I had to cheat a bit, copying and translating the AABB tree from the original model. I have a thing that generates AABB trees, but apparently not well enough yet...

 

The model worked fine for me, but it is pretty experimental so hopefully it will work for you also!

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Any issues with the K2 versions (plural intentional) of the Ebon Hawk?

Update: Belated response but congrats on what you've accomplished for the K1 version of the Ebon Hawk!

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Thanks! The cockpit seems to be the hardest part by far...

 

For K1, I finished my detailed walkthrough and found the following geometry issues in the rest of the ship.

 

In the cargo hold (with the supplies dispenser):

 

 

 

Hole on the back wall w/ the smuggling compartment, also an open floor seam:

E8gXFr1.png

On the opposite wall, along the big inset frame in the wall, there's a hole, and above that there's an open seam (the pic doesn't show the open seam, but it's there).

ix0bkUn.png

Open seam by the doorway

BT2irSj.png

There is also z-fighting at the threshold of the doorway into the room

 

 

 

In "Kreia's room" there is an open seam on the floor to the right of the doorway (when exiting the room)

 

 

UtoqQgt.png

 

 

 

There is a small open seam to the left of the doorway that leads from the swoop/workbench room in the direction of the engine room & cargo hold.

 

 

Not the greatest shot, but that little white bit is the light from the hallway behind the door.

4kDg5Fq.png

 

 

 

The 'main section' w/ the holo-emitter has a few open holes in the floor, most of which don't get noticed because they have black behind them. Here is one of them:

 

 

nz5NJtg.png

 

 

 

There's also z-fighting at the threshold of the engine room, but I didn't get a picture of it. Partly because it doesn't come through at all in a still pic.

 

TSL Ebon Hawk 003EBO

 

I did a walkthrough and first bit of investigation into the TSL 003EBO module's models. Obsidian made it harder to detect most of the seam issues by surrounding the back 7/8 of the ship in a star box (almost all black). However, they also made the lightmapping a bit brighter in a lot of places, making some of the other seams easier to see (esp. in the cockpit).

 

Stuff that was the same as K1:

  - instrument panel seams in the cockpit (not the big gap from Example 1 though)

  - z-fighting on engine room threshold

  - small open seam on doorway from workbench room

  

What's new?

  - way more lightmapping issues, the most common 'issue' is that things have just been blacked out in the lightmap texture image.

  - the black floor panels on the way to kreia's room are the only ones i found where the lightmap error is "these are completely unmapped".

  - more loose polys, similar to the black plane popping through the cockpit instrument panel, but less bad in other places.

 

Medbay lightmapping:

 

 

These regions are just black in the lightmap, mesh Object71 on 003ebog_lm1 and meshes mediscr1 and medwl02 on 003ebog_lm0:

PwKmk9F.jpg

87H0YdT.jpg

5BiwPTH.jpg

aQl7qGH.jpg

beza7Nm.jpg

 

 

 

Front hallway just outside cockpit:

 

 

Maybe you want to black out the wall light ... ok, but shouldn't you also not have light emitting from it still if you're doing that? (This is just blacked out in the very bottom right 2 blocks of 003eboo_lm6)

3DcxsCb.jpg

 

 

 

This is a seam issue that you could not actually see in-game in K1, but which I fixed up all the same in the K1 model I posted before...

 

 

It's like that on both sides.

UESoIdP.jpg

 

 

 

These are new, loose planar polys in the doorways, haven't backtracked them to see what they are connected to. I took a hidden one of these out of the front window of the K1 cockpit...

 

 

g9rlQVF.jpg

 

One more in album...

 

 

 

I think that is pretty much it as far as I've been able to tell so far ... I don't have fixed models ready for upload, though I do have a bit done (K1 hawk might be completely done unless other people find more that I have missed)

 

This was the hardest part, so I started with it. It came out ok but maybe not perfect I think:

 

 

Formerly black floor tiles:

N8kFBVp.jpg

 

 

 

I'm at the limit for pics in a post, if you want to see the last one or two, here's a link: https://imgur.com/a/dSkf1

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Has anyone ever been putting some work into more fixes for the EH?

 

I am just curious...

 

Same, still a hole outside the entrance to Kreia's room lol.

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On ‎2‎/‎24‎/‎2017 at 8:25 AM, VarsityPuppet said:

k2:

- Black panels

-- I've concluded this is a no lightmap issue. I inspected the data around that mesh and it has no lightmap uvw coordinates. I think the only solution we have for this is to recompile that whole model and make sure everything has a lightmap assigned to it

- Hole in Kreia's room

-- I've fixed this already, the file is floating around somewhere, I can upload it

Did you ever upload this, @VarsityPuppet?

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This panel in the Ebon hawk is too dark to properly show the texture underneath, while the screen.txt texture is unaffected, the underlying texture is not. These pictures show the issue with mods, which make it more noticeable, but the issue is still present even if I uninstall all mods, although the standard texture is slightly lighter lighter which makes the issue a bit less obvious.

This is a lightmapping issue, right? Is there any way to lessen the darkness, so as to decrease the contrast between the screen texture and the wall texture..?

20191207192317_1.jpg

20191207142352_1.jpg

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Yes. The lightmap is 003EBOp_lm0 and the specific mesh is Object191 in 003EBOp. Rather than editing the lightmap itself, it's usually better to adjust the lightmap UVs of the specific mesh with issues.

Edit: Something like this would probably work:

TSL_003EBOp_LM_UVs_Adjustment_01_TH.gif

I don't believe bead-v made any adjustments to this particular model in the TSL Ebon Hawk fixes mod, so it should be compatible with that at least. We'll probably add this to K2CP when we get around to updating that in 2023. But in the meantime try this:

[TSL]_003ebop_LM_Adjustment.7z

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