Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: phreak on July 08, 2008, 09:01:17 pm

Title: still working on this
Post by: phreak on July 08, 2008, 09:01:17 pm
(http://www.cs.kent.edu/~niannett/fso/aeolus.jpg)

includes:


http://www.cs.kent.edu/~niannett/fso/phreak_test.rar (http://www.cs.kent.edu/~niannett/fso/phreak_test.rar) (~10MB)

edit: link fixed, i'm a dumbass
Title: Re: still working on this
Post by: chief1983 on July 09, 2008, 12:13:22 am
I'm assuming that since it's a factor, a glow_factor of 1.0 is the default?  Awesome by the way.
Title: Re: still working on this
Post by: Flaser on July 09, 2008, 02:10:53 pm
I may be a complete amateur butting into the business of veterans, but I always thought that "flexible" (easy to render in various situations) post processing effects would need High Dynamic Range...

...which is probably what phreak refers to as a "floating point" format.

All I know is, that instead an 8-bit range, you actually use more bits for luminosity say 12-bits (actually typical for digital cameras), and then you "map" or "develop" this "film" to your 8-bit display by clipping it to 8-bits.

So if the upper range of the 12-bits has more data (many bright objects) you clip the low end of the range, if the lower range has more data you clip the upper range. This actually simulates how our eyes work because the end result will be in a bright render you won't see the darker parts as well as in a darker scene and vice versa.

This is important for post-processing because your shaders can use uniform functions in all scenes without the need to overtly "fine-tune" them to prevent jarring graphical effects from either bright or dark "burn in".
Title: Re: still working on this
Post by: Flipside on July 09, 2008, 08:40:01 pm
Very nice looking stuff :) The Salvo firing code could be useful as well...
Title: Re: still working on this
Post by: Gregster2k on July 12, 2008, 10:52:43 pm
I'm testing this ingame right now and I have to say, the glow_factor is an enormous difference, ESPECIALLY on Shivan ships. Also, the new lighting effect reminds me of the difference when Taylor implemented that new method of lighting ships in OpenGL, and had it turned on using a command line switch. I'll make this build my build of choice for a while and see how it looks. Note that I cannot test normal maps, as I'm on a Radeon 9800 Pro.
Title: Re: still working on this
Post by: pecenipicek on August 09, 2008, 09:03:48 pm
hokay....

D:\igre\fs2\fs2_open_3_6_9r_glo.exe -mod derelict,mediavps -spec -glow -env -mipmap -2d_poof -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -fps  -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8  -spec_tube .4 -glow_factor 2.0

thats my current feature list... from the things i've noticed, on 1280x1024, ships further from the center get distorted visibly, either big ships further away or fighters really upclose. (i dont think this is a build problem)

as for the fake hdr thing... didnt notice too much except the shivan glowmap thing, now i can spot them standing out of the dark background as far as 6k away XD

also, one minor thing, some ships when jumping out appear to be jumping off-center to the jump point. might be related to the distortion thing tho and i have a big feeling it is.

as for mantising anything, i would if my confirmation email came through...
Title: Re: still working on this
Post by: phreak on August 10, 2008, 02:31:41 pm
I wouldn't mantis this because that is usually reserved for trunk builds.
Title: Re: still working on this
Post by: Dark RevenantX on August 11, 2008, 12:09:43 am
1600x1200 4xaa, noticed almost no positive difference other than the glowmaps.  The off-center bug was obvious, though.
Title: Re: still working on this
Post by: pecenipicek on August 12, 2008, 07:25:46 am
its the distortion thing. i dont remember if it occured with the widescreen after that bug happened.

also, the usual off-centerness sometimes happened in other builds and in some, one of chief's builds namely, the subspace enterings didnt work properly. will track down some time later this week
Title: Re: still working on this
Post by: Kaine on August 12, 2008, 08:19:09 am
D:\igre\fs2\fs2_open_3_6_9r_glo.exe -mod derelict,mediavps -spec -glow -env -mipmap -2d_poof -missile_lighting -dualscanlines -targetinfo -orbradar -rearm_timer -ballistic_gauge -ship_choice_3d -3dwarp -warp_flash -fps  -ambient_factor 0 -no_emissive_light -spec_exp 11 -spec_point .6 -spec_static .8  -spec_tube .4 -glow_factor 2.0

Am I the only one that thinks the command line options are getting a bit ridiculous? At what point do we draw the line and go for a .ini solution?

Back to the topic... Nice work, can't really test atm, so busy with uni. Learning more C though \o/.
Title: Re: still working on this
Post by: Topgun on August 12, 2008, 12:05:56 pm
what command lines did you use to make that screenie?
Title: Re: still working on this
Post by: pecenipicek on August 12, 2008, 02:53:59 pm
Am I the only one that thinks the command line options are getting a bit ridiculous? At what point do we draw the line and go for a .ini solution?
its the launcher command lines i copied to this. and AFAIK, it already is in a ini of sorts.
Title: Re: still working on this
Post by: Topgun on August 14, 2008, 03:10:02 pm
where?
Title: Re: still working on this
Post by: Colonol Dekker on August 16, 2008, 03:48:47 pm
Nice screeny :nod:

Shame i tend to stick to official releases, i might give this a go to see how nice i can get ships looking though.
Title: Re: still working on this
Post by: pecenipicek on August 17, 2008, 02:26:05 pm
where?
launcher6.ini
its basically where the command line is stored and is applied to any fs build. (that and i believe there's something in the registry...)