Fixing Every Visual Bug in Dark Souls 1
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- Опубликовано: 20 авг 2024
- Through the Dark Souls Re-Remastered project, I've found soooooo many visual bugs in DS1. I aim to fix all of them. Here's a small window into that process. Also DSRR patch 1.09 is out now! link below. #darksouls #darksoulsmods #darksoulsremastered #darksouls1 #ds1
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Playlists:
DeS Modding: • Demon's Souls Modding
DS1 Modding: • Dark Souls 1 Modding
DS2 Modding: • Dark Souls 2 Modding
DS3 Modding: • Dark Souls 3 Modding - Игры
Everyone: runs thru Darksouls
This man: look at this wall
You’ll love any_austin
It's a beautiful wall, isn't?
having worked as a 3d artist I do this kinda shit all the time (just without going to the effort of fixing stuff), but I also love noticing little details. see a bookshelf, look at the designs on the spines of the books, somebody painted those -- or took them from a photograph that they may have taken, every little thing you see, even stuff that *every single player will overlook* was touched by human hands. MMOs are great for this.
For a room where you get the item and visit never again
Spending all that time fixing the "flap" in the Burg leaf by leaf, only for it to be concealing a giant gap in the geometry lol. You fool! Those are load-bearing leaves!
Lol this sums up my DS1 modding journey essentially 😅
Something is so cathartic about these hyper specific fixes getting scrubbed out. Recently I finally decided to pull the ripcord and start modding myself (in Total War Warhammer 3, I'm not brave enough to mod Souls yet lol), and "almost none of you will even notice but this has been bothering the shit out of me" is the basis for most of my mods LMAO
"Almost none of you will even notice but this has been bothering the shit out of me" is basically the foundation that the modding community was built upon.
lmao I love that description. that's the basis for most of my mod work too tbh xD
Why not just move the entire bit of foliage to the right instead? 8:33
Its shape and width looks exactly the same as the window frame, I think it was meant to fit in there, instead of hanging out the side.
Yeah they clearly moved the wall in development and forgot to move the foliage with it
if you pause at 10:37 you can see a different window that also has only half foliage. Either they fucked up both windows or this is by design
Thanks for fixing Frampt’s water, that’s been bothering me for a while.
the point of the walk-through bricks, actually, is that they add to the scene but do not impede on gameplay. i would not remove those for a second. but the initial scene you show is messed up.
To be fair any soft collision brick-stepping-over effect has no impact on anything but character animations anyway. FS probably should have just added soft collision to them.
AFAIK, there are two collisions, for the character as a whole and for the leg IK. So you could probably make the feet step up on them without obstructing movement.
Really cool cool how you've fixed a lot of the holes, floating things, and stupidly placed stuff like at 15:45 that are genuine mistakes. The sunlight altar bonfire fixup is also super nice. But, i haven't seen anyone say this, maybe i just have Stockholm syndrome but i think a lot of the "issues" highlighted are what makes some areas so special. For example, the room you said is the worst in the game at 3:30 ish to me is great, the way everything is uneven and looks awful just matches the vibe of the burg so well, it is like it has been carelessly made and been worn down over thousands of years to the point that it has all melded into a mess. There are quite a few areas in undead burg that look like this so maybe i just have that image of it in my head and can't accept change haha. Nice video man.
Yeah, I'm pretty sure that room is just such a ruin that there's grass in the corner
After all these years are we finally going to get rid of the floating window in Duke's Archives?
So I did fix that months ago haha. I lowered it and leaned it against the wall in the outside area to be a tribute to our lovely floating door
@@fromsoftserve based respect payer
@@fromsoftserve great touch
@@fromsoftserve You are Lordran's greatest hero.
This is the sort of video I always wished someone would make
This guy literally LOVES Dark Souls, it's incredible the work you do brother - keep it up!
Rare w for the RUclips algo. I'm all over this channel. Thanks for your work dude
You’re a legend man THIS is how you do a remaster 🔥
Bless you bro hope you don’t get burned out 🤙
Nothing would make me happier than to see you fix the fucked up door frame leading to the last bonfire in the Duke's Archives lol
Awesome work as always
tysm!
That stuff on the floor was supposed to be there. It was dirt and moss gathered in the corner. It gave the room an ancient look. You made it look like it's been taken care of by a house keeper.
Very cool to see you going through the process of fixing the foliage by the window, thanks for including that
When you actually watch a video with tons of stuff you rarely notice and the maker of the video says "oh s**t I never noticed this" and you literally have NO idea what he means. - Respect, man!
Nice touch up work
also 12:18 bless you
Nice work, I wouldn’t mind a setting or something to make the walls a tad less moist looking
you're funny lol "let's get rid of the blender cube....ridiculous..."
You're doing the work that I wish I could clone myself to do. 12:18 bless you
I just started a ds1 remaster play through. I'll have to check this out. Looks great!
12:18 bless you!
That uneven slant of texture heading down towards the ground, in the second room of the video to me seems to indicate this portions of the building sinking down into the green.
There's some texture warping going on, and that's not the best. But without the slant the room would loose something I think is an artistic intention. What do you guys think?
That doesn't make any sense imo because why would it be sinking when the other buildings aren't.
@@Foogi9000 Why not? Like since when is it impossible that a house sinks into the ground? I don't see a lot of buildings with what looks like a grassy foundation.
I don't personally prefer the amount of artist license, but that's totally fine, it's what modding is all about.
As for the baseboard, even if it was completely a mistake, why does removing the baseboard and leaving a blank make it better? The baseboards were there intentionally by the artist, they just need fixed. But I agree that it was very possibly artist intent, ancient buildings do settle in strangle ways.
Along similar lines: why remove garbage on the floor that make the room more visually interesting and cluttered. Why permanently remove the brick foundation/accent outside that room, it needed an edge fixed but it looked nice. I don't think the new brick doorframe matches the width and style of the original. Etc.
It's all personal taste and I hope they make exactly the mod they are trying for. They should probably ignore us as long as they are happy with the results of their work.
@@Lyoishi Very fair points!! Regardless of Fromsoftserves own intentions, I wanted to bring some awareness to what could have been artistic intention so that he himself can make a choice, in case it was missed. And if not, then that is alright too! ^- ^
Definitely feels like it was supposed to be buildup of dirt and rubble. Along with the foliage deletion later in the video instead of just shifting it over, it feels like OP is being really heavy handed with these "fixes" instead of trying to understand the intent first.
Your content is so engaging! Can't wait to see what you do next, man!
what always bothered me was the uneven roof to the entrance to the depths
Thank you for your hard work
🙏🙏🙏
I'm glad you mentioned this. Dark Souls 1 is a good game, but texture and UV mapping have a lot of mess.
Also Annor londo has a lot of normal map fliping issue.
Only now finding out I can edit Dark Souls geometry in blender, sounds cool.
I love these sorts of nitpick fixes (nitfixes?) ever since I got into model/texture editing some years ago. Suddenly this sort of shit stands out more easily and often to me. I like to think that it shows enjoyment of the craft and love for the material.
This reminds me, I've been meaning to pick my work back up on my Super Smash Bros. Brawl character nitfixes.
Damn bro this shit hits hard, keep it going my brother
Thank you so much for your hard work on this mod. Plan to download this before my nest ds1 playthrough
hard example of visual bug OCD. Love what you're doing!
Haha right? I can't unsee all the bugs now!
Awesome work man!
"Retexturing" in an engine based on baked lights means you are gonna lose all those lighting data.
For example at 4:00 you don't have anymore the keylight (sun) coming inside the room.
The only solution, since we don't have access to the engine, is to use textures with lights painted on them or to bake lights. Of course such textures would be used just once.
Otherwise the result is flatter than the original.
Insightful stuff dude. Just found your streams doing a catch up!..
i was hoping to see the oddly-cut-short cloud effect in New Londo's entrance to be included.
i remember thinking "oh this must be a Remastered issue". no, its in the original, i just didnt have
the game was just a low enough resolution for me to not notice it on the original version, but
its there too.
Man, you're doing god's work. Gwyn bless you! \+/
Very, very, very cool. Also, hey, I saw prod used your mod! Which is, also: very cool.
can't wait for the BluePoint treatment, and later maybe RT shadows 💟🌌
3:10 I think that's supposed to be some kinda overgrowth or a mound. Looks like they wanted to convey a room that's falling apart from old age.
14:33 Again, pretty sure that's intentional. Looks like they were trying to fake more detail than the mesh can pull off, algae-covered indents at the edges I think. But yeah the model is just the square steps, so maybe what it needs is more mesh detail.
I will miss fixed water in Firelink, it made sense we are eaten to reach the kiln cause otherwise we would be drown in it xD.
The broken looking trim textures on the bits like the stairs is due to either the mesh using a shader/material that doesnt support transparency, or the geo doesnt have any vertex color as the shader very likely uses vert color for the transparency. They were 100% intentional, and i think they would have added a lot to the scene. Its just that one of these two things must have broken during development.
If you think this is a waste of time, no, it's amazing. I'm definitely going to play this mod. I love the lighting and the small details
This guy is playing dark souls like House flipper
man, you could make more videos like this, showing editing more textures and comparing them to the original, I would watch this for hours xD the result looks great, the lighting quality, contrast are very natural, and textures, omg ! I wouldn't be exaggerating If I said that I haven't seen any mod for Dark Souls that compares to this, congratulations
You know whats really going to piss OP off?
Realizing the corner of the room in 4:40 is raised because its supposed to be a pile of debris.
8:35 Pretty sure you should've just slid that foliage over to the right to match the window sill, instead of deleting the overhang.
Great work!
As I own the game on PlayStation, I will wait on getting DSRR for now. But I will do it eventually, when I want to revisit the game in the best way possible. ✨🗡️
Doing God's work. Dark Souls Remastered really deserves more love.
14:25 this looks like there is some alpha gradient missing on the inbetween texture. otherwise it would make no sense why they even put it there.
You just need to move the foliage to the right!
This is the kind of dedication the original Remastered should have had....sheesh, have get your mod and run through this gem for the 1000th time...but properly this time.
this is so cool!
cleaned up this whole house by he damn self
I just played through ds1 for my first time on the Prepare to Die edition...... the place that gave me the most grief was the Great Hollow. Collision is terrible in there
I wish this was 10 hours long
Tysm!!! And usually I get comments wanting better edited, shorter videos, so it's nice to see someone wanting a longer video haha
I will be using the mod to try and enjoy the game
Sorry if it's already done, haven't followed your progress too closely (my bad), but there's a weirdly quick lighting color transition when going to the area with the Ceaseless boss. The tunnel to that location changes the color too quickly. It's like you go into the tunnel, and it still uses the Blightown colorscheme, take a few steps and it becoms orange all of a sudden. Seem's like there should be a more gradual transition while going through the tunnel, kinda simulating the lighting change. Hopefully it's clear what I mean (if not, just say, I'll try to be more precise)
I hope so much Fromsoftware making a remake from this game, I think can be improved so much :-)
Not to sound pretentious but i really do think the messy textures and clipping in dark souls has an 'aesthetic' that somehow works well.
Or maybe i got too used to it and now it bothers me not to see it lol
Great work though
hes perfecting perfection
as a 3d artist, this makes me really want to mod the game now
I just finished my playthru of DS1Re all achievements run just prior to Shadow of the Erdtree. *Now* you drop this shit… 😂 I guess I’m going back after my Dark Souls 2 all achievements run.
Your best map are the dark ones, the worst the sunny ones. I would love to switch of the mod for Anor Londo with light.... I have WEIRD effects.
Could you look at the pillars in the mystery key room? I think the corners are bugged.
Also there's a melted texture on column under the crossbowmen bridge (boar).
Lastly, there's a hole (shifted map piece?) under the gate lever (boar again).
(v. 1.09, with reshade and MU; I'm running DSR the unofficial way.)
Thank you for your great work.
Sometimes it looks as if the devs were drunk while creating the levels
Now if only modders can fix the terrible lighting engine in the remaster, and the broken reflections.
I spent a good 100 hours fixing UV maps. Bottom line is you only do that kind of work for yourself, for a game you love. Nobody else is going to appreciate it.
It's really surprising how big companies didn't really bother, fixing them... might be because of the deadline?
don't you hate when you go clean your windows, and the dirt was hiding a hole in the fabric of space time?
Nice project.
How do these kind of bugs make it to launch and even remastered versions? I have seen them in a lot of games, in some of them much more prominently than others, and they annoy me, especially when they are in plain sight.
Looks great! Will I be able to play online with friends while using the mod?
YOu fixed the floppy feet.
4:00 DEAR GOD... that "remaster" looks all around WORSE than the OG! The hell happened to lighting and general shading??
Why are modern day devs so against CONTRAST ? Are they unable to adjust values?
Im not super fammiliar with your mod, so this mightve been asked before, but have you fixed the cutscene where you enter Lordran and you cant see the Firelink tree.
it's a fun idea, but the "higher resolution textures" look noticeably worse than the originals and overall it adds nothing to the visuals, only fulfilling an ocd style compulsion
Lol big agree to disagree on that one 😅
Will I get banned for using this mod? Looks great.
Is good. But will you fix the Izalith?
What is the bloom level in Stray Demon’s arena ( 14:27 )
Did you fix the bed of chaos?
You know...by removing all of it...?
Bed of chaos could be fixed by adding a swamp under the arena so instead of dying you have to get back up from the start
is it possible to mod the input buffer?
Better Idea, fix Elden Rings bad Netcode 😌
That vine fix was completely wrong !? Look at the vine ! It’s as wide as the window, likely supposed to just cover it, but they misaligned it halfway to the left.
You should have moved it instead of just deleting half of it and creating a new mesh hole…
I hope this is because you were recording, and not a sign of your overall attention to detail. I have high hopes for this mod but this mistake, however small, doesn’t fill me with confidence…
To be clear : most of your work seems very good. I’m just a perfectionist, but I think that’s what you need to be to do this kinda job in the best possible way.
I hope you are as well, and that this little mistake was just caused by recording nerves.
Keep up the good work !
PICK UP THAT ITEM
Can the tool you are using modify high (and low) collision?
I wanna know 2
yep sure can! github.com/Grimrukh/soulstruct-blender
@@fromsoftserve Nice,you can create high collition on bricks and the like and it should work just fine.
Stuff like this is so disappointing to see. You would think they would go in and fix these issues when releasing a remaster of all things.
Are these bugs also in original non remaster release?
A mod which is double the size of the original game ........ Classic case of OCD
Is it possible to replace the darkroot trees textures too?
the remastered was a disgrace, people like you should lead art direction for remastered titles
Have you thought about doing some visual improvements? Better textures and models etc?
oh the mod includes more grass, better textures, dynamic shadows, better mesh/texture lods, and much more!
@@fromsoftserve Just looked into the mod. Amazing work, and I say this as a former game dev. Hats off to you.
If you need some help with blender or anything just hit me up.
@@TuRmIx96 tysm, really appreciate it! 🫡
what shit lightmapping in the original. can't believe it
I do not tolerate visual bugs.
You re-remastered it in the same sense that remaster made the game look worse
It did. The original looks far better
holy shit
How possible would it be for you and a team to fix izalith and overall the jank in the game? If ds1 had some polish which they couldn't do due to deadlines along with your graphics mod, restoration stuff and seamless coop. I'm sure this game would be given new life and your resume would be off the charts more than it already is.
Chad.