Graphical Glitch with Dwemer Objects

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Calibration
Posts: 42
Joined: 20 Dec 2016, 18:38

Graphical Glitch with Dwemer Objects

Post by Calibration »

Hello,

Still on the release version of 0.48 on my iMac. I have been playing through a new game the last few weeks and have noticed the following graphical issue. On two different mods (both fairly new and supported by different authors) which have Dwemer Ruins some of the objects in them are rendered as though there is no intervening structures between you and the object. You can see this in the included picture.

Image

Just above and to the left of the cursor in the foreground are three box-like objects in a T shape which are in fact on the floor you can see in the distance.

I have not seen this in any other circumstance, just in two Dwemer ruins. Any thoughts on this?
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AnyOldName3
Posts: 2685
Joined: 26 Nov 2015, 03:25

Re: Graphical Glitch with Dwemer Objects

Post by AnyOldName3 »

I can't see it in that image because it's just the word Image and not an actual image.
Calibration
Posts: 42
Joined: 20 Dec 2016, 18:38

Re: Graphical Glitch with Dwemer Objects

Post by Calibration »

Let's try this again

Image


Edit: Ok, I upload the image to Imgur, copy the url, check I can see it in my browser, click the add image button here, insert
the url in between Image and all I see is a question mark. Any other way to display an image that works?

Anyway, just to be clear, the objects displaying this behaviour are part of the scenery. They are not moveable objects.
Calibration
Posts: 42
Joined: 20 Dec 2016, 18:38

Re: Graphical Glitch with Dwemer Objects

Post by Calibration »

Actually, when I right click on the question mark and choose Open Image in New Tab it shows the image on Imugr.
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AnyOldName3
Posts: 2685
Joined: 26 Nov 2015, 03:25

Re: Graphical Glitch with Dwemer Objects

Post by AnyOldName3 »

You've got [img]https://imgur.com/rbqsIVz[/img] and you want [img]https://i.imgur.com/rbqsIVz.jpeg[/img]. You need to actually link to the image instead of a page that has the image on it.
Calibration
Posts: 42
Joined: 20 Dec 2016, 18:38

Re: Graphical Glitch with Dwemer Objects

Post by Calibration »

Image

Slaps head. Thanks!
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AnyOldName3
Posts: 2685
Joined: 26 Nov 2015, 03:25

Re: Graphical Glitch with Dwemer Objects

Post by AnyOldName3 »

Can you please share your openmw.log
Calibration
Posts: 42
Joined: 20 Dec 2016, 18:38

Re: Graphical Glitch with Dwemer Objects

Post by Calibration »

I cut it down a bit


[17:03:21.734 I] OpenMW version 0.48.0
[17:03:21.734 I] Revision: 3b669c2b02
[17:03:21.734 I] Using default (English) font encoding.
[17:03:21.736 I] OSG version: 3.6.5
[17:03:21.736 I] SDL version: 2.0.15
[17:03:21.736 I] Loading shader settings file: "/Users/.../Library/Preferences/openmw/shaders.yaml"
[17:03:23.084 I] OpenGL Vendor: ATI Technologies Inc.
[17:03:23.084 I] OpenGL Renderer: AMD Radeon Pro 570 OpenGL Engine
[17:03:23.084 I] OpenGL Version: 2.1 ATI-4.14.1
[17:03:23.084 W] GL_ARB_clip_control not supported: disabling reverse-z depth buffer
[17:03:23.085 I] Adding BSA archive /Users/.../Library/Application Support/Steam/steamapps/common/The Elder Scrolls III - Morrowind/Data Files/Morrowind.bsa
[17:03:23.087 I] Adding BSA archive /Users/.../Library/Application Support/Steam/steamapps/common/The Elder Scrolls III - Morrowind/Data Files/Tribunal.bsa
[17:03:23.088 I] Adding BSA archive /Users/.../Library/Application Support/Steam/steamapps/common/The Elder Scrolls III - Morrowind/Data Files/Bloodmoon.bsa
[17:03:23.134 I] Adding data directory ../Resources/../Resources/resources/vfs
[17:03:23.134 I] Adding data directory /Users/.../Library/Application Support/Steam/steamapps/common/The Elder Scrolls III - Morrowind/Data Files
[17:03:23.139 I] Adding data directory /Users/.../Library/Application Support/openmw/data
[17:03:26.587 I] Lua version: Lua 5.1.4 (LuaJIT 2.1.0-beta3)
[17:03:26.587 I] Loading keybindings file: /Users/.../Library/Preferences/openmw/input_v3.xml
[17:03:26.588 I] Loading font file magic_cards_regular.fnt
[17:03:26.594 I] Loading font file daedric_font.fnt
[17:03:26.600 I] Loading font file DejaVuLGCSansMono.omwfont
[17:03:26.663 I] Initializing OpenAL...
[17:03:26.740 I] Opened "Built-in Output"
[17:03:26.740 I] ALC Version: 1.1
[17:03:26.740 I] ALC Extensions: ALC_EXT_CAPTURE ALC_ENUMERATION_EXT ALC_EXT_MAC_OSX ALC_EXT_ASA ALC_EXT_ASA_DISTORTION ALC_EXT_ASA_ROGER_BEEP
[17:03:26.929 I] Vendor: Apple Computer Inc.
[17:03:26.929 I] Renderer: Software
[17:03:26.929 I] Version: 1.1
[17:03:26.929 I] Extensions: AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE AL_EXT_float32 AL_EXT_STATIC_BUFFER AL_EXT_SOURCE_NOTIFICATIONS AL_EXT_SOURCE_SPATIALIZATION
[17:03:26.929 W] HRTF status unavailable
[17:03:26.930 I] Allocated 256 sound sources
[17:03:26.930 I] Enumerated output devices:
[17:03:26.930 I] Built-in Output
[17:03:45.922 I] Loaded 2112 cells, 236 statics,
[17:03:45.923 I] Prepared 2112 unique cells, 127 unique statics,
[17:03:45.993 V] NPC 'sp_bm_farandil' (Farandil) has nonexistent class 'T_Mw_Scribe', using 'warrior' class as replacement.
[17:03:45.995 V] NPC 'aa22_tiwa-duun' (Tiwa-Duun) has nonexistent class 'T_Mw_Fisherman', using 'warrior' class as replacement.
[17:03:46.002 V] NPC 'den_an_drazh' (An-Drazh) has nonexistent class 'bottle merchant', using 'warrior' class as replacement.
[17:03:46.002 V] NPC 'revenge_devanidredase' (Dredase Devani) has nonexistent class 'T_Mw_Scribe', using 'warrior' class as replacement.
[17:03:47.169 I] Using 2 async physics threads
[17:03:47.177 W] Idle thread priority is not supported on this system
[17:03:47.181 V] Disabling Multiview (disabled by config)
[17:03:47.197 I] Preferred locales: en
[17:03:47.381 V] Fallback locale: en
[17:03:47.382 V] Language file "l10n/SettingsMenu/en.yaml" is enabled
[17:03:47.411 V] Fallback locale: en
[17:03:47.412 V] Language file "l10n/DebugMenu/en.yaml" is enabled
[17:03:47.413 V] Fallback locale: en
[17:03:47.414 V] Language file "l10n/PostProcessing/en.yaml" is enabled
[17:03:47.488 V] Lua scripts configuration (13 scripts):
[17:03:47.488 V] #0 PLAYER : scripts/omw/mwui/init.lua
[17:03:47.488 V] #1 GLOBAL : scripts/omw/settings/global.lua
[17:03:47.488 V] #2 PLAYER : scripts/omw/settings/player.lua
[17:03:47.488 V] #3 PLAYER : scripts/omw/camera/camera.lua
[17:03:47.488 V] #4 NPC CREATURE : scripts/omw/ai.lua
[17:03:47.488 V] #5 PLAYER : scripts/omw/console/player.lua
[17:03:47.488 V] #6 GLOBAL : scripts/omw/console/global.lua
[17:03:47.488 V] #7 CUSTOM : scripts/omw/console/local.lua
[17:03:47.488 V] #8 PLAYER : scripts/SolBowAimActivate.lua
[17:03:47.488 V] #9 PLAYER : scripts/Kogoruhn - Extinct City of Ash and Sulfur/player.lua
[17:03:47.489 V] #10 ACTIVATOR : scripts/Kogoruhn - Extinct City of Ash and Sulfur/activator.lua
[17:03:47.489 V] #11 PLAYER : scripts/Of Eggs and Dwarves/player.lua
[17:03:47.489 V] #12 ACTIVATOR : scripts/Of Eggs and Dwarves/activator.lua
[17:03:47.489 I] Loading Lua storage ""/Users/.../Library/Preferences/openmw/global_storage.bin"" (3 bytes)
[17:03:47.489 I] Loading Lua storage ""/Users/.../Library/Preferences/openmw/player_storage.bin"" (1249 bytes)
[17:03:47.505 I] Playing music/special/morrowind title.mp3
[17:04:05.049 V] Fallback locale: en
[17:04:05.050 V] Language file "l10n/SavegameMenu/en.yaml" is enabled
[17:05:10.474 I] Reading save file Nemesis102.omwsave
[17:05:10.478 I] Loading saved game 'Nemesis102' for character 'Nemesis'
[17:05:10.552 I] Warning: or_sudrel_notes[local variables] line 22, column 49 (=>): invalid operator =>, treating it as ==
[17:05:10.552 I] Warning: or_sudrel_notes[local variables] line 39, column 49 (=>): invalid operator =>, treating it as ==
[17:05:10.559 V] Fallback locale: en
[17:05:10.560 V] Language file "l10n/Interface/en.yaml" is enabled
[17:05:10.562 V] Fallback locale: en
[17:05:10.563 V] Language file "l10n/OMWCamera/en.yaml" is enabled
[17:05:10.568 V] Fallback locale: en
[17:05:10.569 V] Language file "l10n/SolBowAimActivate/en.yaml" is enabled
[17:05:11.307 E] Cell reference 'ab_furn_detapestrymini06' not found!
[17:05:11.416 W] Warning: Dropping reference to a1_jenesi_tublan (invalid content file link)
[17:05:11.416 W] Warning: Dropping reference to a1_mentus_galius (invalid content file link)
[17:05:11.416 W] Warning: Dropping reference to a1_garn_hortlan (invalid content file link)
[17:05:11.416 W] Warning: Dropping reference to a1_jonias_dolmus (invalid content file link)
[17:05:11.416 W] Warning: Dropping reference to a1_junas_zenis (invalid content file link)
[17:05:11.491 I] Warning: tenyeminwefollow[local variables] line 8, column 13 (noLore): Local variable re-declaration
[17:05:11.507 E] Cell reference 'ab_furn_detapestrymini06' not found!
[17:05:12.335 W] Warning: addAnimSource: can't find bone 'bip01 upperarm.l.001' in meshes/base_anim_female.1st.nif (referenced by animations/xbase_anim.1st/fp_anims.kf)
[17:05:12.335 W] Warning: addAnimSource: can't find bone 'bip01 wrist ik l' in meshes/base_anim_female.1st.nif (referenced by animations/xbase_anim.1st/fp_anims.kf)
[17:05:12.335 W] Warning: addAnimSource: can't find bone 'bone' in meshes/base_anim_female.1st.nif (referenced by animations/xbase_anim.1st/fp_anims.kf)
[17:05:12.335 W] Warning: addAnimSource: can't find bone 'bone.001' in meshes/base_anim_female.1st.nif (referenced by animations/xbase_anim.1st/fp_anims.kf)
[17:05:12.335 W] Warning: addAnimSource: can't find bone 'tri quadpatch01' in meshes/base_anim_female.1st.nif (referenced by animations/xbase_anim.1st/fp_anims.kf)
[17:05:12.434 I] Changing to interior
[17:05:12.434 I] Loading cell Alnozalf, Weeping Vessel Gallery
[17:05:13.113 I] RootCollisionNode is not attached to the root node in meshes/or/i/or_d_gencap.nif. Treating it as a common NiTriShape.
[17:05:13.113 I] RootCollisionNode is not attached to the root node in meshes/or/i/or_d_gencap.nif. Treating it as a common NiTriShape.
[17:05:13.181 I] Unhandled texture stage 7 on shape "Tri pipe_l.006 0.002" in meshes/oaab/i/dwrvledge256lbroke1.nif
[17:05:13.182 I] Unhandled texture stage 7 on shape "Tri pipe_l.006 0.002" in meshes/oaab/i/dwrvledge256lbroke1.nif
[17:05:13.529 I] RootCollisionNode is not attached to the root node in meshes/oaab/i/cave_py_ramp_02.nif. Treating it as a common NiTriShape.
[17:05:13.529 I] RootCollisionNode is not attached to the root node in meshes/oaab/i/cave_py_ramp_02.nif. Treating it as a common NiTriShape.
[17:05:13.538 I] RootCollisionNode is not attached to the root node in meshes/oaab/i/cave_py_ramp_01.nif. Treating it as a common NiTriShape.
[17:05:13.538 I] RootCollisionNode is not attached to the root node in meshes/oaab/i/cave_py_ramp_01.nif. Treating it as a common NiTriShape.
[17:05:14.760 V] Fallback locale: en
[17:05:14.761 V] Language file "l10n/Navigation/en.yaml" is enabled
[17:05:14.767 E] DbWorker exception while processing job 38: Failed to execute statement "
[17:05:14.767 E] INSERT INTO shapes ( shape_id, name, type, hash)
[17:05:14.767 E] VALUES (:shape_id, :name, :type, :hash)
[17:05:14.767 E] ": Failed to execute statement step: database or disk is full
[17:05:14.767 W] Writes to navmeshdb are disabled because file size limit is reached or disk is full
[17:05:15.670 I] Warning: OR_Sudrel_Notes line 22, column 49 (=>): invalid operator =>, treating it as ==
[17:05:15.670 I] Warning: OR_Sudrel_Notes line 39, column 49 (=>): invalid operator =>, treating it as ==
[17:05:15.842 I] Warning: uwusecondchancemenu line 15, column 6 (endif): endif without matching if/elseif
[17:05:16.851 I] Playing music/explore/morrowind title.mp3
[17:05:45.343 I] Making a screenshot for saved game 'TEST'
[17:05:45.452 I] Writing saved game 'TEST' for character 'Nemesis'
[17:05:46.061 I] 'TEST' is saved in 727.328ms
[17:05:48.314 V] Changed setting: [Input] always run = true
[17:05:48.314 I] Updating settings file: "/Users/.../Library/Preferences/openmw/settings.cfg"
[17:05:48.315 I] Saving shader settings file: "/Users/.../Library/Preferences/openmw/shaders.yaml"
[17:05:48.317 I] Saving Lua storage ""/Users/.../Library/Preferences/openmw/global_storage.bin"" (3 bytes)
[17:05:48.317 I] Saving Lua storage ""/Users/.../Library/Preferences/openmw/player_storage.bin"" (1249 bytes)
[17:05:48.317 I] Quitting peacefully.
User avatar
AnyOldName3
Posts: 2685
Joined: 26 Nov 2015, 03:25

Re: Graphical Glitch with Dwemer Objects

Post by AnyOldName3 »

I don't see anything that'd obviously explain this kind of problem, but I don't know what you removed.
Calibration
Posts: 42
Joined: 20 Dec 2016, 18:38

Re: Graphical Glitch with Dwemer Objects

Post by Calibration »

I just removed the listings of the content and data directories of all the mods I use. For the record this issue is seen within the well known "Arvesa" mod but I had look on Nexus and I can't see anyone else has commented on it. Thanks for taking a look anyway.
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