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r210 stuff not looking "right" with fog

Posted: Mon Nov 03, 2008 1:45
by Enjay
I realise that isn't the most helpful title, but hopefully the following pictures will help make sense of it. Basically, standard and radial fog modes don't seem to be working quite as they should. Consider the following shots from my Burghead mod (Doom lighting mode used throughout).

I use 3D floors to make some of the models outside the Inca HQ solid rather than relying on actors. At the start of the level, the floors are below ground level and hidden by a rectangular 3D floor. Maybe not the best way to to it, but that's how the level "evolved" in the editor. Anyway, Whilst you are in the attic of the building, the floors rise and a truck appears. However, the effect is spoiled with standard and radial fog on because the rectangle where the truck appears is too light. This wasn't the case with earlier versions and doesn't happen with fog switched off. Strangely, almost exactly the same arrangement inside the courtyard area, outside the house, doesn't show the problem.
Image

I thought it might be 3D floor specific, but you can see it with slopes too.
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Also, the way that sprites are lit seems wrong too.

These guys are being lit by the dynamic light attached to the little lamp above them. They are being lit far more than the used to be, as are the models (the leaves) above and behind the light.
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With radial fog, the sprites perhaps seem even brighter but I'd say that now the models are not lit enough.
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Back to standard mode and when I switch the flashlight on, things get so bright it looks like the over-bloom of modern games

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And by way of a comparison, this is how it looked (and was meant to look) in r199.

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A lot of the problems are solved by switching fog to none, but then the levels are too bright because the farthest point of vision is too clear

Posted: Mon Nov 03, 2008 8:41
by Graf Zahl
You should know the routine: Coordinates, please. How am I supposed to find these spots without help? I have no desire to run around in the map.

Posted: Mon Nov 03, 2008 10:10
by Enjay
Sorry, I posted late last night to get these things logged. However, I was tired and didn't include the usual info. :?

I'm still on my GeForce 6200 (drivers updated a week or so ago).

I'm at work, so can't give the coordinates. However, the pictures with the two sprites is right at the player start of map109. Just start a game and you should be there.

The picture with the rectangle on the ground is near the start of map110. Start the map and make the short walk to the gap in the wall front of the Inca HQ. On the road outside the courtyard, just beside/beyond the gap is the location.

The place with the sloped pothole in the road is also map110. Instead of going right and heading towards the house, switch on noclip and walk through the exit gateway which should be right in front of you. Look at the ground and you'll see the pothole.

Posted: Mon Nov 03, 2008 13:17
by Graf Zahl
This may take a little to fix. All the new shader options don't work with dynamic lights because the shader code was written under the assumption that a texture is present.

Making this work without a texture (as is necessary for the base pass when having dynamic lights) requires a completely different maintenance of the render state because it can no longer be tracked with the texture.

Posted: Thu Nov 06, 2008 22:37
by Nash
In my zombie hunting mod, I have implemented real-time day and night. The sky sector is a simple cube with the same blue texture used on walls, floor and ceiling. Fogging is used in that sector to give the impression of the day changing from day to night etc.

In the latest version, when I look up to the sky, the sky ceiling is visibly brighter than the walls.

In old versions, it used to be seemless (because it's the same texture used on all surfaces).

The problem disappears if I use shaders for fog, but I'm afraid this will be a turn off for users who can't user shaders.

But more importantly, it used to work no problem back then when shaders for fogging wasn't implemented.

Posted: Fri Nov 07, 2008 0:45
by Graf Zahl
I haven't seen such an effect yet so I'd need a test map.

Posted: Fri Nov 07, 2008 23:12
by Graf Zahl
Enjay's problems are gone so I'm closing this thread.