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
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(http://www.cs.kent.edu/~niannett/fso/aeolus.jpg)
includes:
- Fake HDR like shading. Works on GeForce 6 Series and up. I don't know about ATI, X300+ maybe. Works by only clamping the (0,255) color range until the very end, instead of every step. Screenshots are still kinda shaky, sometimes they don't appear like on the screen, I guess we need a floating point texture format.
- -glow_factor command-line. Makes your glowmaps brighter. If you set it too high it doesn't seem to work. I think it may be a limitation of OpenGL. Example usage "-glow_factor 2.0"
- Salvo fire code.
- Does not include speech
- Zip includes debug, regular release, SSE (Pentium 3+), and SSE2 (Pentium 4+) executables for FS2 and FRED2 (release only)
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
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I'm assuming that since it's a factor, a glow_factor of 1.0 is the default? Awesome by the way.
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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".
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Very nice looking stuff :) The Salvo firing code could be useful as well...
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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.
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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...
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I wouldn't mantis this because that is usually reserved for trunk builds.
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1600x1200 4xaa, noticed almost no positive difference other than the glowmaps. The off-center bug was obvious, though.
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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
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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/.
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what command lines did you use to make that screenie?
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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.
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where?
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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.
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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...)