docs: file #466 — Ravenous Eater renders with stretched stripes and untextured patches (owner, /create 35121)

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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Erik 2026-09-03 21:08:54 +02:00
parent ad6b0599cc
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@ -39,6 +39,16 @@ confirmed closed by the owner, 11 need a focused live gate, and 43 are safe to
remain closed. See
[`docs/research/2026-08-28-owner-closed-issue-validity-audit.md`](research/2026-08-28-owner-closed-issue-validity-audit.md).
## #466 — Ravenous Eater (`/create 35121`) renders with stretched stripes and flat, untextured patches over half its body
**Status:** OPEN — owner-reported 2026-09-03 night (Release at `ea76a3803`, local ACE, GM `/create 35121` in the cathedral). Not a Campaign OVERHAUL v2 item (creature appearance, not world solidity); tactical, own fix.
**Severity:** MEDIUM (a common monster looks wrong; likely a whole class of ObjDesc overlays)
**Component:** creature appearance — ObjDesc application (`CreateObject` palette / texture-map / animation-part overrides) and the texture decode/overlay path (`TextureCache`, subpalette overlay)
**Symptom (owner screenshot in chat):** the Eater's head and back are a flat dark maroon with faint stretched stripes where retail shows the creature's detailed hide; the mouth, teeth and the red legs are textured correctly. Half the body looks like a texture applied with the wrong UV scale or a fallback surface; the other half is right — the pattern of "some parts right, some parts wrong" on one Setup points at per-part overrides from the weenie's ObjDesc (a `TextureMapChange` on specific part indices, or a subpalette whose range does not cover those parts) rather than a global decode fault.
**First checks, in order (no guessing):** (1) render the same Setup/ObjDesc in ACViewer (the "is the bug ours?" oracle — if ACViewer shows the same, it is a shared dat-interpretation bug; if not, ours); (2) dump the `0xF745` CreateObject ObjDesc for guid of the created Eater (palette id, subpalettes with their offset/length, texture changes with part index + old/new texture ids) and compare with what `EntitySpawnAdapter`/`WbMeshAdapter` applied per part; (3) check whether the wrong parts share one texture id whose format decodes through the INDEX16/P8 subpalette path (`TextureHelpers` / ACViewer's `IndexToColor`), and whether the "stretched stripes" are a 1-D palette texture being sampled as 2-D (a `TextureMapChange` pointing at a palette/texture of the wrong kind). Reference hierarchy: WorldBuilder/ACME `StaticObjectManager` (CreaturePalette, GfxObjRemapping) and ACViewer for character appearance, per CLAUDE.md.
## #465 — [post-OVERHAUL] Panel fill: paint unreachable interior portal polygons as opaque panels (improve on retail's cathedral seam leak)
**Status:** OPEN, DEFERRED by owner decision 2026-09-03 — a post-campaign improvement, NOT for Campaign OVERHAUL v2 (which reproduces retail's frame, leak included, as its axiom). Do not start before G4 passes and the campaign closes.