Author Topic: Soft Particles  (Read 17030 times)

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Offline Spoon

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Hooray! With the latest build it seems to be working! Party happy fun times for all!


so soft


old and busted clipping.


Thrusters are still not working A-okay though

This is as it should be.


but primary thruster glows are missing with soft particles enabled.


Edit: This actually only seems to occure in the F3 ship lab, the primary glows appear fine ingame.
« Last Edit: August 09, 2011, 01:20:33 pm by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 
Oooh, pretty.  How exactly does it calculate the "softness"?

 

Offline The E

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By taking the scene's depth buffer into account. If the bitmap to be rendered is inside another object, it gets progressively more transparent.
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Offline Sushi

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By taking the scene's depth buffer into account. If the bitmap to be rendered is inside another object, it gets progressively more transparent.

What about very thin objects? Could you get ghostly explosions appearing THROUGH a thin wall?

 

Offline Swifty

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For any rendered polygon has been rasterized to the depth buffer, particles will soften against it. It doesn't matter what thickness the geometry is so long as the particle fragment's distance to the viewer is closer than that of the scene's polygon.

 

Offline Dragon

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Looks great. It looks amazing to see explosion particles engulfing a girder structure or hitting the edge of ship's armor.

 

Offline Deadly in a Shadow

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Does this only work on SSE2 builds?
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Offline Kolgena

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So uh... capital ship explosions look waaaaaaaaay better now. A lot of other effects probably do too, but aren't as immediately noticeable.

A negative side effect is that cap ship explosions are significantly more blown out to white than they were before. I think this is because particles are now transparently additive, so exploding ships will usually produce a uniformly white blob with soft particles on. I'd blame this more on the particle sprites themselves than the code though.
« Last Edit: August 11, 2011, 10:32:30 am by Kolgena »

 

Offline mjn.mixael

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  :nervous:

What's your bloom setting?
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Offline Kolgena

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intensity is at 80. Contrast is at 1.06 though, which exaggerates bloom (but not by that much). I didn't change my flags between builds, so I think the extra white is due to soft particles.

Ships/thruster glows (can't tell if it's the entire ship or not due to dark lighting) still draws after the warp. I'm not sure if the issue was fixed in a newer version when it was first identified, but the problem's still there with the currently available download.

 

Offline Swifty

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I highly doubt the problem is soft particles. The blending function hasn't been changed and if anything, particles are slightly less intense due to the shader tapering down the original fragment colors in order to soften them against scene geometry.

I can't really take your word for this one so you're gonna have to post a comparison screenshot.

 

Offline Kolgena

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K, I'll try, though tbh, I don't think a real comparison screenshot is possible. It seems more than likely that I'm simply wrong :P

 

Offline Nighteyes

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2 small questions:
is it now possible to control just how addetive the particles blending is?
is it possible to adjust the intensity of specific effects though a table file?

 

Offline Deadly in a Shadow

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Let's ask again ;7

Spoiler:
Does this only work with SSE2 builds?

Or is there/will be there an SSE build?
"Ka-BOOOOOOOOM!!!!"
"Uh, Sir we can hear the explosion."
"No you can't, there is no air in space. Sound can't travel through a vacuum!"

 

Offline The E

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This works on all builds. However, considering how few people there are who are unable to use SSE2 builds, I fail to see the relevance.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
I'm having some problems. When I enable soft particles in the launcher I get this. I also get zero explosion effects. I've been using the latest nightly and the latest Antipodes builds.





Nevermind, I figured it out. I had some soft.sdr files that shouldn't have been there.
« Last Edit: August 21, 2011, 09:29:10 pm by rscaper1070 »
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Offline Bobboau

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so, fun fact, I cant seem to find the soft-f.sdr/soft-v.sdr, and also latest builds disable all shaders if these files are not present because they bypass the normal error control.
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Offline Valathil

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so, fun fact, I cant seem to find the soft-f.sdr/soft-v.sdr, and also latest builds disable all shaders if these files are not present because they bypass the normal error control.

When you dont have the files externally they should load the defualt internal ones. So i dont get how this happens Bobboau.
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Offline Bobboau

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hmmm... you are right, it looks like it is failing to compile the fragment shader.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Valathil

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