Author Topic: Pseudo-atmospherics  (Read 1913 times)

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Offline Galemp

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I was browsing through old threads and came across this bit about Localized Nebulae-- in short, clouds.

http://www.hard-light.net/forums/index.php/topic,1695.0.html

Would it be possible, now with the source, to do something like this?
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Offline EdrickV

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Just about anything is possible. The trick is figuring out how to do any particular thing. And this I have no idea about.
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If you felt like utterly destroying the game performance, you could render a giant sphere with a volumetric texture on it.

 

Offline IceFire

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How do flight sims do it?  Stuff like Il-2 and CFS3?
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Offline Galemp

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Well, we know with the nebula code you can have a background of blue or whatever. Maybe the asteroid field code could help in defining a 'cloud field' with variable densities and wind direction or something...
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Offline mikhael

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Don't reinvent the wheel. Go examine the Nebula setup in I-war2 (which has localized nebula that don't slow down the game) and figure out what they did and how. THEN work out how to do it in psuedocode and THEN work out how to code that in C/C++ to work with the FS2 engine.
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A stop gap solution would be to implement 'partial nebula's'. Essentially you define a value between 0.0 and 1.0 that defines the density and frequency of nebula 'clouds' but in this way it won't adjust the background to that bright blue color. Then, if someone wants to render up some differing colored clouds for effect?