Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Valathil on November 06, 2011, 12:25:26 am
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FRACK shadows have some GODRAAAAAAAAAAAAAYS: http://youtu.be/i1UyXFm_PUA?hd=1
And here something just for the lulz: http://www.youtube.com/watch?v=wQTHgnbN_e4?hd=1
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Whooooooooooooo!!! awesome work!! You never cease to surprise us! :nod: As a matter of fact i was just going to post a feature request for
godrays sunshafts om the SCP board! :P
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don't **** me man! you can't, you just can't be doing that!
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Val will make run Freespace @4 FPS forever!!!! Seriously,Nice job.
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Stunning. So many new features in such short time.
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Looks really nice :) Would be handy in Nebula missions. I like Volumetrics, but like all things, people need to remember to use it with care, overkill can pretty much ruin the experience.
And just to clarify, that's not a comment on the Video, I know Val turned the effect up to 11 to make it obvious :P
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Scanning the Sathanas in the nebula is gonna get even more freaky.
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Valathil, you are frickking GOD man! :eek2:
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Too amazing for words, many jaws will hit the floor in the near future.
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The first video's sunshaft settings would look pretty decent in supernova events.
That said, well done. Another new feature we can look forward to.
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So you are now rendering whore scene into your depthmap and doing just single shadowmap?
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I've been expecting this actually, shadows and sunshafts have a lot in common.
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So you are now rendering whore scene into your depthmap and doing just single shadowmap?
awesome misspelling.
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whore scene
(http://omglol.kerrolisaa.com/1/4947.jpg)
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(http://i.imgur.com/LyXGp.gif)
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So you are now rendering whore scene into your depthmap and doing just single shadowmap?
im doing nothing really i just take the already rendered depthmap of the normal scene framebuffer and raytrace it
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So you are now rendering whore scene into your depthmap and doing just single shadowmap?
im doing nothing really i just take the already rendered depthmap of the normal scene framebuffer and raytrace it
werent you using shadow volumes before for them shadows? this looks just like an inversion of the good old shadow volumes.
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Take a load of this: http://youtu.be/vbEWk5WOUCo?hd=1
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:yes:
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ASTEROIDS
[attachment deleted by a basterd]
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Damn it, Valathil, this is going to be something I'm going to catch myself playing with in the middle of a dogfight. You just cost me several deaths in FS2, pilot. :nono:
but seriously this is awesome
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I think it'll work out well for nebula missions, atmosphere misisons, or for replicating thin nebulas or dust clouds - basically anything where the background isn't pitch black. Godrays in space just doesn't look right to me, rule of cool or not.
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I think it'll work out well for nebula missions, atmosphere misisons, or for replicating thin nebulas or dust clouds - basically anything where the background isn't pitch black. Godrays in space just doesn't look right to me, rule of cool or not.
Yeah, I agree. If this is implemented, I'd prefer it as a checkbox in mission specs than a launcher flag. The effect is bloody awesome though. :yes:
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im thinking of putting the parameters and switch into post-processing.tbl where a user can enable it for all missions if he so chooses plus mission designers can enable them with the post process sexp and if you have a really bad pc i will include a cmdline to just turn it off always so the mission designer cant just bring your pc to a crawl. This is my idea for the time being but i want to talk to The E about it before fixating it.
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Also, I don't know if it's possible or cost efficient, but I think the effect could use some blur. There's an odd striation to the present implementation, which I initially thought was color banding on Youtube but I can see it clearly in your nifty asteroid image as well.
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yes that is because of the reduced sample count i did so my gpu fan doesnt fly outta the case and chop my head off. if you increase that it gets better but also does a number on the performance
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CRAP. Now The_E needs to record a version of Sunglare with godrays.
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the idea to put thay into post processing table is very good...it gaves freedom to use that or not.
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wow.
that is all.
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DAMMIT VALATHIL. MY PANTS.
All of this is so flippin' awesome I'm going to run out of compliments for it sooner or later.
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Well the sun effect does not do this justice, and would be cool if more spectacular flares were painted/created.
Anyway this is really cool for more distant stars where color is visible as well :d.
(http://img543.imageshack.us/img543/4194/volumetric.th.png) (http://imageshack.us/photo/my-images/543/volumetric.png/)
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I see your lowres.. and raise you hires...
Better flare control would be frakking awesome.. but this thread is not about flares.
[attachment deleted by a basterd]
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that hires pic is exciting, Mjn, but it doesn't look like godrays at all...
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Imagine atmospheric missions with this. My eyes orgasm just thinking about it.
Crank up the bloom a bit, and you got a dogfight in Heaven.
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Blue Planet 3:
dogfight in Heaven.
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I think it'll work out well for nebula missions, atmosphere misisons, or for replicating thin nebulas or dust clouds - basically anything where the background isn't pitch black. Godrays in space just doesn't look right to me, rule of cool or not.
You know what else would work well for nebula missions? Reviving retail's 3d-poofs using soft particles!
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that hires pic is exciting, Mjn, but it doesn't look like godrays at all...
And you're retarded if you can't tell hires godrays from crummy-ass lowres.
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Calm yourself down, Cobra. My job does include renderings, I know *exactly* what a godray is (mathematically / geometrically / etc), and MJN's don't appear as such (the rays do not appear to conform to the Lucifer's mesh). It may be due to a whole variety of different effects put together.
It's still nice.
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1: They do conform to the mesh.. I suppose you just can't tell from that screen. Go watch the anim in motion in FSPort 3.3.
2: I could care a less whether or not you actually consider them godrays.
3: Who the frick cares? Stop hijacking Valathil's threads for stupid arguments.
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I see your lowres.. and raise you hires...
Better flare control would be frakking awesome.. but this thread is not about flares.
That's pic from cutscene after Lucifer crushes terran installation, ofscreen. The point is, with just flashing white screen, it does not look good at all. But you are absolutely right it's not what this is about, sorry about that.
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Valathil can the "god rays" (I hate that stupid religio-centric name for them, but I'll avoid pulling a Kazan... *christofacists!* crap I just did :p) be done on a per sun setting?
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The "Crepuscular Rays" take the color of the sun in question if thats what you mean per sun setting. Also theres a Bailout coded in if the sun has disabled glare.
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I think he means if there will be mutiple lightrays if there are multiple suns.
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What I'm looking forward to is seeing a big ship explode, and watching the rays morph around chunks of debris and other ships... With the exposion being the light source, of course.
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And, by extension, exploding bombs.
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I think he means if there will be mutiple lightrays if there are multiple suns.
I tried that and it results in massive slowdown cause the shader runs multiple times. Im currently thinking about a way to make it so theres no big jump when 1 sun leaves the screen and it switches to the next sun.What I'm looking forward to is seeing a big ship explode, and watching the rays morph around chunks of debris and other ships... With the exposion being the light source, of course.
Yeah thats the next thing im working on.
And heres a screen with a cockpit:
[attachment deleted by a basterd]
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Cool thought:
Disable outside shot when player warps out
Have jumpnode generate similar cockpit effects, giving visual impression of space-time distortion during subspace entry.
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I think he means if there will be mutiple lightrays if there are multiple suns.
No, I meant exactly what I said to have this as a per-sun setting and not tied to things like explosions, bombs, etc. all having this same effect.
I'd like to use it for some very specific situations (dusty nebulae, etc.) and not for everything.
That's not to say I'm against having the option for capship explosions to have a similar effect, but it is something that I'd like to have clear control over for mods or missions where that isn't the look that we're going for.
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Cool thought:
Disable outside shot when player warps out
Have jumpnode generate similar cockpit effects, giving visual impression of space-time distortion during subspace entry.
Now that's a pretty sight... ;7 But there's still the problem of the cockpit clipping through the subspace vortex while the rest of the ship is passing through it.
So it'll be like this:
Activate jump drive -> see the wonderful jumpnode effects -> clip through the node (not to mention the cockpit might also dissapear, while the camera is still moving). So unless this problem is solved (is it?) it'll look kinda weird :nervous:
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Hmm. Something doesn't look quite right.
The ray effect is a result of light hitting particles in space. Particles that happen to be in the shadow of solid opaque objects don't get hit by light, so they appear as darker areas.
There's no dust in the cockpit (hopefully the pilots aren't allowed to smoke during sorties) except maybe when ship is heavily damaged and there's an electronics fire onboard or something. In which case they would probably seal their flight suit and vent atmosphere.
So, the cockpit frame should cover the ray effect to give an impression that the effect happens outside the ship rather than being something else... Is it possible to get the cockpit to cover the effect, or will cockpit be part of it by virtue of being a 3d object?
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im thinking of putting the parameters and switch into post-processing.tbl where a user can enable it for all missions if he so chooses plus mission designers can enable them with the post process sexp and if you have a really bad pc i will include a cmdline to just turn it off always so the mission designer cant just bring your pc to a crawl. This is my idea for the time being but i want to talk to The E about it before fixating it.
Quoting this for Ace. Seems like a pretty elegant solution to me. I will say, though, that once stuff like this and shadows and whatnot finally make it to trunk, we should probably consider some kind of standard issue readme, or link to a wiki page or whatever with advice for newbies about the quickest and most efficient wsys of improving performance wnile sacrificing as little as possible graphically. But that's an issue for the future.
Any chance we could get a screenie or video of the effect in a nebula? ;7
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(I hate that stupid religio-centric name for them, but I'll avoid pulling a Kazan... *christofacists!* crap I just did :p)
:rolleyes: :rolleyes: :rolleyes:
I tried that and it results in massive slowdown cause the shader runs multiple times. Im currently thinking about a way to make it so theres no big jump when 1 sun leaves the screen and it switches to the next sun.
What happens when you've got two suns on opposite sides?
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Given that you probably won't be able to see them at the same time, not much. This whole godray thing is basically running as a replacement for the whiteout effect you normally get when looking at a sun.
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Off topic, but... I want that cockpit.
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It's Wings material that I let Valathil use for cockpit testing, you can't have it. :P
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Is that an F-14 pit, by the way?
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Some moderator should rename the thread. "Something I have been working on" is anything but descriptive, specially considering the author who is apparently trolling the entire engine to work under 6 fps... ;)
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Some moderator should rename the thread. "Something I have been working on" is anything but descriptive, specially considering the author who is apparently trolling the entire engine to work under 6 fps... ;)
It should be renamed to "The Crepuscular Rays of DOOM that will kill your Comp." :lol:
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Some moderator should rename the thread. "Something I have been working on" is anything but descriptive, specially considering the author who is apparently trolling the entire engine to work under 6 fps... ;)
It should be renamed to "The Crepuscular Rays of DOOM that will kill your Comp." :lol:
Hmm, does anyone here play Descent / Descent II via D2X-XL? You ever try putting all the settings to the max?? That thing can make a system crawl... Anyone ever get it working @ max settings with their rig?
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Smoke effects and debris alone will asplode the thing.
If those are off / as low as possible I can put just about everything else at the highest setting.
Advanced Trails + Helix = crispy card too.
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i just wanted to say that because this effect is a postprocessing effect it does not matter how much there is going on on the screen it always takes the same amount of processing power every frame to do it
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Some moderator should rename the thread. "Something I have been working on" is anything but descriptive, specially considering the author who is apparently trolling the entire engine to work under 6 fps... ;)
It should be renamed to "The Crepuscular Rays of DOOM that will kill your Comp." :lol:
Hmm, does anyone here play Descent / Descent II via D2X-XL? You ever try putting all the settings to the max?? That thing can make a system crawl... Anyone ever get it working @ max settings with their rig?
I'd try it with my current rig but transparency and a bunch of other things in the engine have been broken for a long time and Diedel seems to be not particularly inclined to fix them to the point where the engine is even playable.
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I'd also like to say that cockpit is several shades of awesome.
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*looks at the new topic name*
Hmm. you forgot to add "GODrays" :P
sorry for going off-topic
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Please see this "discussion". http://www.hard-light.net/forums/index.php?topic=78984.0
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Please see this "discussion". http://www.hard-light.net/forums/index.php?topic=78984.0
I lol'ed at that "discussion" :lol: Anyways back on topic everyone...
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This outta make things a bit bit easier when trying to find foes who dive across the sun. Nice work Valathil.
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compare
[attachment deleted by a basterd]
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I prefer the term Volumetrics myself, but only because my twisted mind always reads Crepuscular as Craptacular, though that's certainly not a reflection on what Valathil is achieving, which looks awesome :D
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compare
It seems the sun's halo is interfering very strangely with the rays, like overlapping them in a manner that it seems it shouldn't.
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OOOK Guys TESTBUILD TIIIIIIIIIME
.patch file included for coders, normal people dont need to worry about that.
post_processing.tbl is included in folder structure so the light shafts are always enabled. You can turn them off though in the file and turn them on a mission basis with the set-post-effect sexp. If your computer cant handle them theres also a cmdline called -flightshaftsoff for force light shafts off.
[attachment deleted by a basterd]
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All I get is a 1.7MB .php file.
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Is it normal that post processing tbl is ignored ? I have several effects set to true but, none of those effects where active.
Also, in-game cutscene doesn't work well with your build. It's like there is a black layer on top of the screen or white if there is an explosion.
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All I get is a 1.7MB .php file.
Just rename it to a .rar file and it will open.
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Is it normal that post processing tbl is ignored ? I have several effects set to true but, none of those effects where active.
Also, in-game cutscene doesn't work well with your build. It's like there is a black layer on top of the screen or white if there is an explosion.
theres a cmdline flag to enable postprocessing have you enabled that in the launcher?
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Good Work :yes: :yes: Really good effect when it comes to missions in a light nebulae or even atmospheric missions. Can the effect be controlled to be more dense and less dense in some areas of the map based on sexp?
Also, does the build have shadows, cause I cant see any...
Again, Great work.. :nod:
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Is it normal that post processing tbl is ignored ? I have several effects set to true but, none of those effects where active.
Also, in-game cutscene doesn't work well with your build. It's like there is a black layer on top of the screen or white if there is an explosion.
theres a cmdline flag to enable postprocessing have you enabled that in the launcher?
Yes, here the the cmdlines I use
-ambient_factor 100 -no_emissive_light -fov 0.88 -ogl_spec 90 -height -normal -spec_exp 5 -spec_point 2.0 -spec_static 1.25 -spec_tube 1.5 -post_process -bloom_intensity 70 -fxaa_preset 9
Edit: Nevermind, there were some incorrect values in the post_prossing.tbl. All works like a charm except for cutscene.
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Edit: Nevermind, there were some incorrect values in the post_prossing.tbl. All works like a charm except for cutscene.
will look into it
Also, does the build have shadows, cause I cant see any...
no
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Working fine for me, Valathil. Keep up the stunning work :)
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So I can't help but notice a *slight* increase of firing rates with this build...
http://youtu.be/-T_FhTgyAr8?hd=1
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that is awesome but i cant imagine how that is because of me must be a thing of the trunk patches recently commited
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The last nightly available is 7938 and it doesn't happen there, so I dunno.
aka, I would test but I can't :p
On the topic of the godrays themselves. I feel the effect works best when the ships are in the distance. When you're pretty close to a large ship and don't look directly at where the sun is suppose to be, the effect doesn't show up. Until you shift your crosshair like a few meter to the right, then the whole ship lights up. Overal I feel the effect should be a bit more subtle then it currently is.
I'm really loving this effect :nod:
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you know those parameters in post-processing.tbl? play with them until you get a satisfying subtlety.
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Just one question. This is a post effect right? Now, I am not a coder, but I have a lot of experience with compositing, and this is what it looks to me you are doing - using an object's silhouette to get its trail and cut that out of the star glare, and the result is than added to the background (first sequence of images I made). That is why shadows disappear once the objects are not in the star's glare. But this shouldn't be like that - the glare is just an optical effect in real life, and volumetric shadows suggest a medium - they should be visible even if the light source is out of the frame. Is it possible to do something like the second sequence - use the star position just to get the object shadow, and then substract that from everything else, so you don't depend on the star glare intensity?
Sorry if I'm off base here, this is how I'd do it if I was making an animation.
[attachment deleted by a basterd]
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i understand what you are trying to say. first the effect has the big limitation that since it IS a post effect it only has information on the scrren therefore it only works correct when the sun is on screen. secondly the darkening could work and might look good have to try it out
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I just post here because i met a little bug yesterday and i do not know if it's acknowledged already or not.
however, I'm at work right now and won't be able to post screenshot to you but i think it's easy to describe.
With that build , when i switch from cockpit view to extrenal view, i still see a sort of ghost of my cockpit... on the external view .
I wish you a good "gaming break" , what you have done with shade rs are amazing, and choosing beetwen light shaft/shadow build is big dilemma :D
On a side note : i did not notice any performance loss in those two builds.
(what i mean : Awesome work )
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Ok this is commited to trunk. I got a update for the post_processing.tbl though since you can choose how many texture samples you want (more is better quality less color banding)
#Effects
$Name: distort noise
$Uniform: noise_amount
$Define: FLAG_DISTORT_NOISE
$AlwaysOn: false
$Default: 0.0
$Div: 20000
$Add: 0
$Name: saturation
$Uniform: saturation
$Define: FLAG_SATURATION
$AlwaysOn: false
$Default: 1.0
$Div: 100
$Add: 0
$Name: contrast
$Uniform: contrast
$Define: FLAG_CONTRAST
$AlwaysOn: false
$Default: 1.0
$Div: 500
$Add: 1
$Name: film grain
$Uniform: film_grain
$Define: FLAG_GRAIN
$AlwaysOn: false
$Default: 0.0
$Div: 100
$Add: 0
$Name: stripes
$Uniform: tv_stripes
$Define: FLAG_STRIPES
$AlwaysOn: false
$Default: 0.0
$Div: 100
$Add: 0
$Name: dithering
$Uniform: dither
$Define: FLAG_DITH
$AlwaysOn: false
$Default: 0.0
$Div: 100
$Add: 0
#Ship Effects
$Name: Cloak
$Shader Effect: 2
$Disables Rendering: YES
$Invert timer: YES
$Name: Decloak
$Shader Effect: 2
$Disables Rendering: NO
$Invert timer: NO
#Light Shafts
$AlwaysOn: YES
$Density: 0.5
$Falloff: 1.0
$Weight: 0.02
$Intensity: 0.5
$Sample Number: 50
#End
And for the non coder croud here the build
[attachment deleted by a basterd]
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I was playing thru the 2nd campaign mission, and noticed that the "anamorphic" sun glare is gone. Is this intentional?
Edit: A bug from your posted build: in ship selection, the tech animation (green grids) for fighters will draw cockpit glass at the very beginning, rather than waiting for the scan line to reach that point first.
Edit2: I apologize for suggesting something after the commit, but I was wondering how feasable it would be to give slices away from the caster gradually less weight? As it is, the "shadow" beam looks uniformly dark and rapidly fades to light at the tail. It could look better with a softer/more drawn out transition, IMO. (Also, is it at all possible to have beams drawn with suns off-screen? I'm guessing no, but thought I'd ask anyways). If you're wondering, this is the first time I've gotten around to trying these sunshafts, and they look fantastic.
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As cool as this effect is, it doesn't make visual sense. Why is it caused by the optical blinding effect of looking at the sun? Presumably the star should be casting rays through the medium of space, not across your eyes.
(Apologies if this has already been raised.)
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Yeah, I have to agree with that. That's why I'd go for view angle-independent crepuscular rays a la Crysis for nebula missions, and no rays (or very very subtle ones) at all in space missions. Then again, it may not be feasible to draw rays when the sun is offscreen.
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As cool as this effect is, it doesn't make visual sense. Why is it caused by the optical blinding effect of looking at the sun? Presumably the star should be casting rays through the medium of space, not across your eyes.
(Apologies if this has already been raised.)
its an APPROXIMATION. Yes the rays SHOULD be cast through the medium and not as a screen space effect. BUT 1. not possible without rendering real shadow volumes ( You dont want that trust me ) and 2. its a pretty close approximation what happens if the rays are coming from the front (as is ON SCREEN).
PROTIP: Don't like it dont turn it on.
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And well there is the cool factor that rules everything! :p
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Rule of cool is one thing, but this actually weirds up the playfield's visual consistency and sense of depth.
its an APPROXIMATION. Yes the rays SHOULD be cast through the medium and not as a screen space effect. BUT 1. not possible without rendering real shadow volumes ( You dont want that trust me ) and 2. its a pretty close approximation what happens if the rays are coming from the front (as is ON SCREEN).
PROTIP: Don't like it dont turn it on.
I understand that I have the option to leave it off. No need to get snippy, I'm just trying to be constructive.
I'm not saying I want the effect physically cast through the medium, and I'm fine with only being able to see it when I'm facing the sun - I'm saying the effect would work better, visually, if it was under (or appeared to be under) the white-out. I take it that's impossible?
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Just scale down the effect until it looks cool but is subtle enough that nobody* bothers to raise issue with it. It's a cool effect that makes the sun look better. Shadow volumes are rendered differently than this and will never work in the same way as god rays, because god rays are literally a screen-space effect hacked in to milk the shadow-related code for all it's worth.
*0.1% of players
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actually the lightshafts code has nothing to do with the shadow code thats why its released seperately. i propose that people play around the parameters that i exposed in the table and post their settings like with different lighting settings.
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Speaking of which, I found the weight and intensity functions to do basically the same thing. As long as their product is the same, the effect looks identical. There is no difference between 0.5 intensity 0.02 weight, 1.0 intensity 0.01 weight, and 0.1 intensity 0.1 weight. Is this intentional? (Also, falloff doesn't seem to be tweakable. Anything other than 1 causes strange behavior)
I can post up the values I have for super low-spec performance. Shadow shafts are much shorter, but do not exhibit much banding. The shorter shadow shafts look reasonable since the intensity of the effect is low. In-mission performance will drop from 70-80 fps to ~60 fps with sunshafts turned on with these settings (1366x768)
#Light Shafts
$AlwaysOn: YES
$Density: 0.18
$Falloff: 1.0
$Weight: 0.06
$Intensity: 0.06
$Sample Number: 18
-spec -glow -env -nomotiondebris -missile_lighting -normal -post_process -soft_particles -no_vsync -cache_bitmaps -orbradar -ship_choice_3d -3dwarp -warp_flash -snd_preload -fb_explosions -fps -fov .6 -spec_exp 11 -spec_tube 1.2 -spec_point 1.1 -spec_static 2.3 -ambient_factor 80 -ogl_spec 90 -bloom_intensity 80 -fxaa_preset 0
$Name: saturation
$Uniform: saturation
$Define: FLAG_SATURATION
$AlwaysOn: true
$Default: 0.75
$Div: 50
$Add: 0
$Name: contrast
$Uniform: contrast
$Define: FLAG_CONTRAST
$AlwaysOn: true
$Default: 1.05
$Div: 50
$Add: 1
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falloff should be <= 1.0
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Thanks for the tip! Apparently intensity needs to be tweaked up if falloff is to be <1.0. Last time I tried, I thought I turned the effect off by setting falloff to something like 0.5
#Light Shafts
$AlwaysOn: YES
$Density: 0.14
$Falloff: 0.8
$Weight: 0.2
$Intensity: 0.2
$Sample Number: 20
looks and performs decently to me.
A couple suggestions:
In nebula, when ships pop in, usually they're invisible because they're the same color as the nebula. Now they cast a very obvious shadow beam, so popup is fairly horrendous now. If the shadow slices are rendered to be the same color as the nebula background instead of black, it may help.
Allow rendering of lens flares and coronas. It'd be cool to have those on top of sunshafts.
What if the screen white-out effect was just lost all-together and replaced it with a corona/flare texture centered on the suns, similar to what devildozen tried to illustrate in his concept pictures? This could help alleviate the weirdness of needing to stare directly at a sun for stronger light shafts to appear. (Existing flares seem to render fine without a sun on screen as well, though I suspect it's more of a rotatable texture glued onto the skybox)
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Allow rendering of lens flares and coronas. It'd be cool to have those on top of sunshafts.
Yeah, I wondered why those disappeared when I turned on godrays (/notgivingintostupidpoliticalcorrectness). I'm sure Valathil did it because he knows best, but I'm still curious if there is a reason why the can't both be working?
EDIT: Perhaps it's just me, but I'm pretty sure we shouldn't be getting whiteout effects when the sun is behind a ship... (See attachment)
[attachment deleted by a basterd]
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did i forget the lensflares and coronas ? OOOPS ill work on a patch tomorrow
situation in screenshot is correct tho
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Would it be possible to apply the effect to coronas and/or star bitmaps rather than the white-out?
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Again OOPS on the coronas
[attachment deleted by a basterd]
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mmm... i can't see ships, don't know why... but when i activate the "fixed render pipeline" flag their appears.
I think is something to do with the shaders file. Can anyone upload the lastest shaders file please?
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By popular demand a combined shadow & lightshaft build
[attachment deleted by a basterd]
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mmm... i can't see ships, don't know why... but when i activate the "fixed render pipeline" flag their appears.
I think is something to do with the shaders file. Can anyone upload the lastest shaders file please?
Use what's included in this or the shadow build thread.
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By popular demand a combined shadow & lightshaft build
Yayifications
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forgot the new shaders
[attachment deleted by a basterd]
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A quick reminder of the directory the shader files belong in, if you please sir.
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mediavps_3612\data\effects
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Thanks, testing
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Update: Shadows seem to be working but I see no sunshafts at all. I also checked for godrays and noticed those also weren't present. Finally a quick scan for crepuscular rays also yielded no results :(
There is no debug build provided that I saw, so I can't provide a debug log. And yes, I was being smarty about naming all 3 :D
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Enable post processing?
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all features are on/checked except "enable scale to window..." and "force shafts off"
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Ah, that's why. The table is missing the $Sample Number flag.
Here's a fixed version.
[attachment deleted by a basterd]
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Just tried it again during lunch with that modified table Cobra, still no good on the shafts. I'm not sure what else to try... just to be certain, the modified table goes in ...\Freespace 2\MediaVPs_3612\data\tables?
Edit: are there any command line entries necessary in the launcher?
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At this point, I would like to see an fs2_open.log.
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I don't see a way to do that with this build, there is no debug version included in the download unfortunately
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Are you checking in-mission? I thought I might have been having a similar issue until I loaded a test mission I set up for an unrelated problem that I was noticing, and both shadows and rays are rendered.
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Some missions might be able to force off sunshafts. I seem to remember that the BP missions didn't want to render sunshafts for me, but retail missions were fine.
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i think thats cause BP's post_process.tbl overrides the one i provided
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That's most likely the case, don't worry, the second release will have an updated table.
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Interestingly, sunshafts no longer show up for me either. Now, I'm not ruling out a local issue because I did just transport this rig across the state of Kansas for a week. However, as far as I can tell everything is set up just like it was before. Here's a log (http://pastebin.com/izVRRzuS), perhaps that will help?
Tested on Trunk 8128 and 8116.
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I just post here because i met a little bug yesterday and i do not know if it's acknowledged already or not.
however, I'm at work right now and won't be able to post screenshot to you but i think it's easy to describe.
With that build , when i switch from cockpit view to extrenal view, i still see a sort of ghost of my cockpit... on the external view .
I wish you a good "gaming break" , what you have done with shade rs are amazing, and choosing beetwen light shaft/shadow build is big dilemma :D
On a side note : i did not notice any performance loss in those two builds.
(what i mean : Awesome work )
hi...any news regarding this bug? my cockpit literally glows when i face a sun...and if i switch view to external,the bug remains....
thank you very much . :)
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on what build your getting this there were some fbo bugs with depth buffers fixed a few revisions back
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well....honestly i noticed that on the latest diaspora build posted today (SCP Trunk Revision 8256)...i don't know if is only a diaspora issue....in that case i'm sorry to bother you, but if you could make a revision check should be great. thanks
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With the latest build you put in this topic, I've got this weird graphical bug after playing 1 or 2 hours on FSCRP Titan Rebellion 1.0.
(http://cloud.steampowered.com/ugc/632988191209087898/C5BAECDE2B3C158159F11CFF1F05BE4F8846AE23/)
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I don't get it.
Looks fine to me.
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This bug is one I've mentioned multiple times but been completely unable to give people any debug information on it, I think, the visual symptoms look identical at least.
It's existence is prior to the crepuscular rays revisions...
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I've seen this bug (or one very similar) before as well, I think it predates crepuscular rays revisions as well. I'm running Linux - when the bug occurs the binary spits out an error to my shell window saying something like a "glibc double free error". I'll have to confirm exactly what it says when I have some free time at home.
Also, I think that the cause of the issue to do with the launcher option for 3D shockwaves as the bug has only occurred when this is enabled. I'm speculating a little bit here, but it seems like it occurs when your viewpoint is "hit" by a shockwave, i.e. normal 2D shockwaves are always perpendicular to your viewpoint, so you never get "hit" by them unless you have 3D shockwaves enabled (which makes then spawn in random directions).
Anyhoo - to test my theory, MetalDestroyer - could you confirm if you've got 3D shockwaves enabled in your launcher? If this is the same error I had we should probably mantis it...
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I concur that it's definitely related to stuff blowing up / explosions / something like that, but I don't think it's related to your ship being 'hit' by shockwaves, because it most commonly occurs to me when an Aeolus blows up (*it can happen with any ship, the cain and lilith are pretty bad too), and this has happened when I've been too distant from the blast to actually be effected by the shockwave..
At least, I'm pretty sure..
Zacam had a theory about it ages ago but I can't remember exactly what it was, and we couldn't really test it..
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yeah, I've found it hard to reproduce, which could imply that my theory isn't quite right. I first noticed the error in Hellfire from ST:R (Cain/Liliths), and I recall that a subsequent mission with a Demon had the same problem. I am fairly certain that the 3d shockwaves launcher option has something to do with it though, I literally could not complete the mission due to the HUD getting borked every time the Demon blew up - turning off that option let me finish the missions. However, I couldn't reproduce the problem with the Belasarius when I later tried...
(btw - could an admin please split this 'coz we're getting waaaay off topic here... it must be something about Valathils threads :p)
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well since its a apparently a problem with the effect i kinda find its on topic so im not sure a split is necessary. i however would like someone to please create a bug report in mantis in the spirit of creating more attention to it and move further discussion and anything concerning reproducability and testing there.
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Well, it's very hard to reproduce. I've this bug twice in the same mission but randomly. The first time appears 8 minutes after the beginning of the mission. After I quit the game and rerun the mission. I got it just in the beginning of the mission.
But just after, I could play normally. And, I'm still using 3D Shockwave. But I'm not sure if 3D Shockwave were really in use despite having the checkbox checked in the launcher. I don't remember where goes files for 3D Shockwave (effects or maps) and if it is necessarry to modify any table file to predefine the shockwave filename.
Surprisingly, I didn't encounter this kind of bug in others builds. I didn't try the 3.6.14 RC 3 yet.
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lightshafts arent in .14
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I know. If the bug is recurrent before you implement sunshaft or/and shadows, we could perhaps reproduce has well in the 3.6.14 RC 3. Or I misunderstood, and you are talking about previous build dedicated to sunshaft/shadows you published.
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A mission I almost always see this bug in is the "Love the Treason..." mission. And it usually happens when the Aeolus is destroyed.
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I am assuming that that bug is this;
http://www.youtube.com/watch?v=CFKUcyAsArw
It's kinda hard to tell from a single screenshot, also;
Check the date on the video ;x
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I am assuming that that bug is this;
http://www.youtube.com/watch?v=CFKUcyAsArw
It's kinda hard to tell from a single screenshot, also;
Check the date on the video ;x
Well, it's totally different to mine ^^ Not just bitmap show rectangle but as well for models.
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Guys, guys. Check to see if you have framebuffer shockwaves on. I remember on one of my older cards it b0rk3d a few things, but it could be causing issues for you guys.
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The bug does get more extreme than that, this was just a light occasion, it covers models and other stuff sometimes too.. :P
I have played with framebuffer shockwaves off since forever :P
Read; never used it.
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As far as I can recall, the issue with the Framebuffer Shockwave has since been resolved in Trunk.
Course it is kind of hard for people to know that without some more recent builds, but the 3.6.14 Phase should be reaching its end soon.
I think the plan is, once .14 is Final, we backport the sound code and do a Nightly Build for people to download and test with to report any issues with and then we'll move forward into getting the Pilot Code into Trunk.
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I am assuming that that bug is this;
http://www.youtube.com/watch?v=CFKUcyAsArw
It's kinda hard to tell from a single screenshot, also;
Check the date on the video ;x
Yep - that's the *exact* issue that I've seen. In my experience, the severity varies quite a bit, i.e. sometimes it affects the HUD as well as all explosions making the game practically unplayable, and other times it just affects explosions - i.e. you can continue playing the game (albeit it's bloody distracting!). To make the graphical corruption go away I find I need to restart the game.
I've added this to mantis (http://scp.indiegames.us/mantis/view.php?id=2575)
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BTW - QuantumDelta / MetalDestroyer - which OS are you running? Could you please post this info in a comment on the mantis issue (http://scp.indiegames.us/mantis/view.php?id=2575)?
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Done. I hope it could help.
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I have played with framebuffer shockwaves off since forever :P
Read; never used it.
im sad to hear that i put some work into those :(
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I have played with framebuffer shockwaves off since forever :P
Read; never used it.
im sad to hear that i put some work into those :(
Should I be? ;o
I haven't heard anything about the feature (except it's bugs, which even then I only heard about when you fixed it)... so.. I don't know if I should be using it or not..
Niffiwan; Mantis /actually/ hates me, but I'm on Win 7 x64 Enterprise.. ;x
GPU is a 5870 if there's a common running atm theme going on.. dunno if that would be it though..
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I haven't had any noticable problems with the framebuffer shockwaves after that nine-hour posting spree of glitches galore. But then again such things are different between user platforms.
It's a pretty visual effect for the capital ship + bomb explosions, I like using it. Never know if you'll have problems unless you check at least once.
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if you have wod ( AND YOU SHOULD ) Fire up the mission simulation theres a lovely background with a large battle with explosions. If you have seen that with fb explosion, well once they pop you wont stop.
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I haven't heard anything about the feature (except it's bugs, which even then I only heard about when you fixed it)... so.. I don't know if I should be using it or not..
Ever since I got my 560Ti I haven't had any troubles with it. :P
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I have played with framebuffer shockwaves off since forever :P
Read; never used it.
im sad to hear that i put some work into those :(
Should I be? ;o
I haven't heard anything about the feature (except it's bugs, which even then I only heard about when you fixed it)... so.. I don't know if I should be using it or not..
Niffiwan; Mantis /actually/ hates me, but I'm on Win 7 x64 Enterprise.. ;x
GPU is a 5870 if there's a common running atm theme going on.. dunno if that would be it though..
See the ripple on the explosions? (http://www.youtube.com/watch?feature=player_detailpage&v=JoMfSnkbvXw#t=160s) That's Framebuffer Shockwaves. They are pure awesome, and I've never had a problem with them. :yes:
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Should I be? ;o
I haven't heard anything about the feature
Cool cave you must have, dear sir.
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Ironic part is you two are a little late ;x
And the wizard struck again, squashed a really really major bug that's responsible for quite a lot of my grievances with the game atm ;x
Which also fixed these shockwaves, previously I had this;
http://www.youtube.com/watch?feature=player_detailpage&v=871PCLGecg0#t=65s
Now all is good, and the psychodelic explosion problem is probably gone too!
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a small suggestion regarding the sunshafts, is it possible to limit the effect to the size of the sun's glow bitmap? I think it would look more natural this way so it won't be affecting ships that are on screen but are noware near the sun, only the ships that are directly infront of it
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Are you sure about that nighteyes? cuz I don't think you only see sunbeams when you're looking at the sun with something in the way..
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you could theoretically achieve that with a small falloff and high weight value in the table
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Sorry valhatill but I'm afraid i got two issue with that build.
1st : Full screen mode just crash the game for me when the game try to load the cinematic intro (at least for 5760*1080)
and launch fine in windows mode with the same resolution (i have no problem with the rc's build )
2nd : No lightshaft for me two.
I've copy the postxxxxx.tbl in my mod data/table directory (so it should not be overrided by something else)
main-v/f .sdr in the /data/effects as said before
I'd gladly help you with a log file but as i have no debug version of this build.
I'm running it on a radeon 6970 2GB win7-64 8GB ram and i 7 920 proc.
December ati driver.
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the build that is posted has the graphical corruption bug which can cause all kinds of graphics errors. if i can be bothered in the next few days ill release a new build in the mean time get a trunk build from someone lightshafts are there only shadows arent but they dont work right with the current code i have cause i mixed something around and now the ship2ship stuff is messed up. and please stop calling for new versions i dont have the time. most of the time i invest in scp right now is getting bugfixes for .14 out i just cant work on the shadows and ui stuff at the moment. lightshafts wont be in .14 anyway so theres no reason to rush anything
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Here are some recent Antipodes 8 builds I made for FotG.
FSO-Win-Ant8-r8370.7z (http://scp.indiegames.us/builds/WIN/Antipodes/FSO-Win-Ant8-r8370.7z)
FSO-Win-Ant8_SSE2-r8330.7z (http://scp.indiegames.us/builds/WIN/Antipodes/FSO-Win-Ant8_SSE2-r8330.7z)
The sunshafts work great for me and the graphical corruption bug should be fixed. And you can test the new pilot code!
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To operate chief's provided builds, all you need is the Post_Processing.tbl entries for the sunshafts appended as can be gotten in this thread.
Then either the stock built-in engine shaders, or if you are running the MediaVPs, the ones updated in the RC3 post (Which WERE just recently updated to resolve a mantis issue, so if you already got them when you got RC3, RE GET THEM) and add the sunshafts entry stuff to the Post_Processing.tbl in that package.
Nothing else will be needed, no other shaders (outside of the ones in the RC3 pack and then only with the MediaVPs) are needed.
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Mr Valathil , i understand what you mean, i wasn't asking for a new build, i was just providing feedback (well maybe not a quality one i know :'( ) .
rc is the priority right now and that seam pretty logical to me too .
I'll try those builds post by chief, thank you ;)
Edit :
Allright i tried with the chief's build.
I got lightshaft working now, but i keep having the 1 st bug (impossible to run fullscreen, i must use windows mode without changing resolution.)
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you should probably open up a mantis issue about the "Fullscreen crashing in extremely high resolution modes" and if you can get a debug build to crash and post the log there would be awesome
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Yup sir, i'll do it!
Before that i'll try with the last rc build
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Apologies for the bump, I've been following this and the shadows build for a little while -
There seems to be a major difference in the sun's ordinary lighting effect in this build, compared to the RC5 or Antipodes Shadow build; that is, the specular highlighting that gives eveything 'sun-side' a lit-up appearance is present in the others, but missing here. I've been using the same lighting settings for both. Is this build disabling some portion of the typical sunlight behavior in order to generate crepusculars on the 'dark-side'?
Oh, and by the way, above issue aside, the lightshafts looks absolutely breathtaking in asteroid fields and debris patterns - an exploding TC1 splashed debris across the star while I passed a few asteroids during The Place of Chariots (which I use in combination with a later mission to test new lighting configs), and I crashed into another asteroid because I was too busy drooling over the scenery!
Edit: Hmm, actually, it's possible that the shadow alpha has spoiled me - was there a significant lighting change between that build and 14 RC5? why am I seeing good light reflections (in lab and mission) with the shadow build, but not R5 or this sunshaft build? Am I completely misunderstanding the effect of the cmd line lighting parameters? here are mine:
-fov 0.55 -no_emissive_light -ambient_factor 120 -ogl_spec 90 -spec_exp 10 -spec_point 2.0 -spec_static 1.25 -spec_tube 1.5 -bloom_intensity 90 -fxaa_preset 5
Last question : The last build posted here is not the combined shadows/lightshafts ones available before (so it seems to me), and that one was deleted by a bastard.... Anyone still have it, or know which one I can use to achieve both effects? I've had no stability issues with either one, so I would love to stick to the bleeding edge, having seen just how good some of these shader effects are starting to look. Valathil, you are quite the artist!
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If you get no speculars your using shadow shaders with a non shadow build
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Oh, I see! I assumed that older builds would ignore the shadow entries, thanks. Hmm, still means I must choose between shadows and crepuscular rays. spoiled for choice!
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I've tried using these builds, but now I'm only getting the lightrays. No shadows whatsoever.
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I've tried using a recent experimental build, but I'm not getting the lightrays and the shadows. I'm very curious, when they will be fully implemented?
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The most recent Shadows-enabled builds are here: http://www.hard-light.net/forums/index.php?topic=83318.0