Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: ShadowWolf_IH on June 29, 2012, 07:52:13 pm

Title: Full neb density
Post by: ShadowWolf_IH on June 29, 2012, 07:52:13 pm
I can almost control the density in full neb mode.

I hope no one else has figured out how and that I have your attention.

We don't do it through coding, well not much anyway.  We do it in artwork.  I was playing with an idea for a system (tan poofs coupled with a skybox), and I stumbled onto it.

I took purple poof 2, and lowered the opacity to 30%.  Saved it as PoofTan01.  I also lowered the opacity on an nback and saved it as nbacktrans.  Had fantastic results, could see the skybox really well, but you were flying through dust clouds.  The problem is, we can only have 6 poofs to choose from.

I propose a slight bit of coding.  Instead of choosing between the six poofs listed on the neb table via check boxes, we remove the 6 poof limit, and we remove the check boxes, instead we have  6 drop menus that we can choose from.  These drop menus would pull the information directly from the nebula table, and list all poofs found as well as <none>.

Then we turn around and put out a whole slew of poofs at different opacity levels, say 12.5% increments per color.  Like PoofBlue01-12, PoofBlue01-25, PoofBlue01-37, PoofBlue01-50, etc etc to 100.  We do this for each current poof as well as new colored poofs.  We do the same with nback, and remove the 10 nback limit.

The only problem is this:
(http://casofwar.hard-light.net/images/screen0145.png)

What can we do about it?  If we can figure this one out, we are good to go, and can control nebula density.
Title: Re: Full neb density
Post by: Yarn on June 29, 2012, 09:06:41 pm
In the bottom-left area of the Background menu (below the normal nebula settings), there are two fields labeled "Fog Near" and "Fog Far Multiplier." These fields allow you to control the distance at which an object starts to fade out and the distance at which it is faded out completely. In your case, setting "Fog Far Multiplier" somewhere between 10 and 20 (or maybe higher) should produce the effect that you want.
Title: Re: Full neb density
Post by: Sushi on June 29, 2012, 09:09:21 pm
Yarn beat me to it. I was all like "ooh, ooh! I know this one! I implemented that feature!" :D
Title: Re: Full neb density
Post by: ShadowWolf_IH on June 29, 2012, 09:50:34 pm
RC6?
Title: Re: Full neb density
Post by: Sushi on June 29, 2012, 10:18:18 pm
Yes, it should be there in all of the 3.6.14 RCs.
Title: Re: Full neb density
Post by: ShadowWolf_IH on June 30, 2012, 03:39:42 am
maybe i'd better download it then.

[edit]

ok got it.  I had no idea you guys were working on this.
Title: Re: Full neb density
Post by: ShadowWolf_IH on July 01, 2012, 04:35:59 am
So what about drop menu instead of checkbox?  Even better than my orginal idea would be to have one drop menu and a window showing which poofs we have added, just like the neb window.  It allows us to create poofs in all colors.  Of course they would still have to be added to the table, that is a given.
Title: Re: Full neb density
Post by: Zacam on July 04, 2012, 01:03:56 am
I'm actually working on trying to move beyond the "6 Poof" limit. Retaining it's functionality for compatibility purposes, but adding in a secondary field where you operate with color sliders and opacity levels to intermix what you want.

It'll probably require a whole new popup box editor in FRED to pull off though, which is one of the two things stalling me on it. The other one being the palette/file type read system, since the POOF code still only expects PCX and doesn't currently support any other format.
Title: Re: Full neb density
Post by: MatthTheGeek on July 04, 2012, 01:07:53 am
Forget about FRED if it's a problem. We know how to use notepad. As long as FRED doesn't erase the new lines when you open and save a mish with it.

Or, actually, even in that case.
Title: Re: Full neb density
Post by: ShadowWolf_IH on July 12, 2012, 08:03:02 pm
I'm actually working on trying to move beyond the "6 Poof" limit. Retaining it's functionality for compatibility purposes, but adding in a secondary field where you operate with color sliders and opacity levels to intermix what you want.

It'll probably require a whole new popup box editor in FRED to pull off though, which is one of the two things stalling me on it. The other one being the palette/file type read system, since the POOF code still only expects PCX and doesn't currently support any other format.


That is really odd.  I am saving my poofs in DDS and they are showing up.

For what it's worth, playing in the full nebs is currently my favorite new toy.  Thank you guys for giving this to us.  If you want to see it in action, view this thread  http://www.hard-light.net/forums/index.php?topic=81273.0 (http://www.hard-light.net/forums/index.php?topic=81273.0)