[Bug 29872] Guild Wars: Character graphic is corrupted

wine-bugs at winehq.org wine-bugs at winehq.org
Thu Sep 26 19:46:43 CDT 2013


http://bugs.winehq.org/show_bug.cgi?id=29872

Rodmar <rodriguemarch at sfr.fr> changed:

           What    |Removed                     |Added
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                 CC|                            |rodriguemarch at sfr.fr

--- Comment #12 from Rodmar <rodriguemarch at sfr.fr> 2013-09-26 19:46:43 CDT ---
v1.5.31
Driver: fglrx


The same character-related graphic bug is still present, maybe the attached
screenshots already provided were not enough, because they are only good/bad
examples.

I'll try to illustrate the annoyance the best I can with screenshots. It looks
like somehow, the textures are not updated in times when some models are
changed. It affects only models worn by the hero character, i.e. armor pieces
(townwear included) in-game, and hair/tatoos/skin effects during the character
creation where you can change them (as well as the armor pieces). Tints and
colors are affected the same way (changing a tint on a tintable armor piece is
like changing of model, except that the model is the same, while the new
texture (color) is not updated. 

Screenshot 0: how the Hero (character) window is displayed when it has just
been opened -> OK
Screenshot 1: hat (head gear) display was just unchecked (it would be the same
if another armor piece had been equipped) -> corruption
Screenshot 2: Hero window was closed then re-opened (with hat display unchecked
or new hat equipped) -> OK (in this example, the model is the same as in shot
2, but this time, the black hair texture is correctly applied).
Screenshot 3: hat display was just re-checked (or original armor piece
re-equipped) -> corruption (the black hair texture is applied on the hat model;
a pixelized texture is applied where former model didn't have one.)
Screenshot 4: same as 3, plus Preview window for another head-gear (the preview
system opens a new window where the character is displayed with the selected
armor piece/weapon replacing one slot of equipment, or on a naked character if
the item is not usable by the profession) -> OK
Screenshot 5: the same as 4, with a second armor piece (pants) added to the
preview, without having closed the Preview window. Had I closed the Preview
window, I wouldn't have simultaneous preview of more than one item. ->
corruption 
Screenshot 6: the Preview window as it should be for the new item (pants)(was
closed before a new preview was ordered) ; also, the correct hat texture is
shown (because it is already equipped) -> OK
Screenshot 7: equipped hat with another head gear in the inventory (a mask, so
only the hair cut model is visible here) previewed after a weapon was previewed
(the colors have been changed before to be more readable: green and yellow) ->
corruption. The weapons are never corrupted on equipping/switching/previewing,
but a weapon preview triggers corruption for any subsequent armor piece preview
in the same Preview window (as would do any armor piece previewed at first).
Screenshot 8: same as 7 with another head gear model (a cowl). In both
screenshots one easily spots the yellow feather texture applied on the new
models.
Screenshot 9: the Hero window is not updated when you change the tint of an
armor piece (hat): here, the bright (green) texture si still there.
Screenshot 10: after closing and re-opening the window, texture is updated, but
one can see in-game (on the left) that there is still a greenish hue at max
zoom (the camera is not artificially near the head because of a collision
problem for example). I spare you the screenshot in the zoom-out situation: the
hat returns green...
Screenshot 11: an interesting one: what if you replace the texture twice? Here,
the hat colors have been changed while at the surface (from green/gold to
gray/black) AND then, the character dived into a pool: the model change is
correct (from hat to aquabreather) and when you are very near, the new texture
(aqua breather) is quite updated but the hair is still having the hat texture,
and this texture is the old one (green) not the new one.
Screenshot 12: after disconnection and reconnection: the texture (hair and
mask) are correct whatever the distance of the POW is.



There is no zoom feature in those windows, but during character creation, and
in game, you can zoom in and out. Previous reports were correct: equip a new
armor piece or re-color it, then if you zoom out in game, you get the right
(new) model, but the wrong (old) texture/color. Zoom in and it gets better (a
mix of old and new textures). If you can zoom in very close (you seldom can,
because it occurs when the character is stuck in the scenery, when you are so
close that you can see occular globes (...)), then the new textures are
correctly displayed. A good example is with the aquatic breather that is de
facto a new model when you go into a water pool : corrupted (and pixellized)
until the camera gets "struck" into seaweed and gets very close to the hero's
face.

Temporary workarounds, as already reported here, are a kind of reloading (of a
texture map?):
- during character selection: you have to go back to race selection, and then
return forth where you left; it's tedious but it works, only because the
choices (hair, tatoos, mask/googles, head model) are memorized!
- when viewing equipment (Hero window, Preview window): close and re-open those
windows. This implies that you can't have a preview of multiple items, such as
a full armor set, rendering the Preview window a feature far less valuable.
- in-game, when you have change a piece of armor/mask/aquabreather: return to
Character selection window (the step before full disconnection) and reselect
the same character, change map : travel, enter a private instance, etc.

Is the problem related to mipmaps?
Tell me if you want other screenshot

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