Replies: 4 comments
-
Allright here are some findings I've made around this, which is not a FFNx bug but more probably how the model is made. You can see that the draw call order is wrong logically, before is drawing the eyes and then the face. When eyes are drawn are blending with what is behind at that moment, which is the blue background. When the fact is drawn it is too late so eyes are going to have the blue border. Not sure how the order is being inherited but I assume is based on how the model is made. RenderDoc scene: |
Beta Was this translation helpful? Give feedback.
-
It is ok for me. I understand the different blending FFNx does when using external textures and maybe it is a consequence of provoking this eye thing because we have to change the order of the polys that have to be rendered of the poly, in the head part, because (again) they use textures in the face (when in vanilla the models only use vertex/poly colors). I would prefer not to close this yet. But I will leave it up to you. |
Beta Was this translation helpful? Give feedback.
-
Ok, I have tested some more things. For example, I have added a square (2 triangles) behind the eye texture groups (the red one): This has not texture, is vertex/poly colored. Is this normal? I attach the model if anyone wants to make some tests. PD: I checked RenderDoc (yep, finally I have installed it) and it seems NOT to render the red square, or is transparent. WHY? The next two events are both eyes which are rendered as usual and described by julianxhokaxhiu. |
Beta Was this translation helpful? Give feedback.
-
Beta Was this translation helpful? Give feedback.
-
Description:
I have detected when using Ninostyle Chibi models that sometimes you can see the background in the transparent part of the eyes of the model, if the eyes are a .tex file.
As a sample to check, you can use the model BPDC.HRC with its .tex files, the upscaled textures for the field onna_52 of SYW 5.22 and go to the Honey Bee Inn, the bottom left door.
I attach the model file, the field file and the save01 of the game that has the savegame selected (as "Mercado Muro" (spanish) or "Wall Market") with Level 10.
You must put the model in direct\char folder, the field in mod\Textures folder and the save in the save folder. Then run the game as usual.
As a screenshot, this is the result where you can see the bug (look at the eyes of the guy with red gym suit), where I used the Ninostyle Chibi and upscaled SYW texture for the field onna_52. You can see a "blue" border around the eye, which I assume is the background:
And this screenshot is only the Ninostyle Chibi model with vanilla field background:
For the test I used DirectX12, Fullscreen, 1920x1080, AR 4:3, VSync disabled, NO MSAA and AF/Lighting does not matters
BPDC.HRC.zip
field_onna_52.zip
save01.zip
Beta Was this translation helpful? Give feedback.
All reactions