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Hosted Projects - FS2 Required => Blue Planet => Topic started by: Raptoer on June 24, 2013, 09:43:31 am

Title: Too glowey
Post by: Raptoer on June 24, 2013, 09:43:31 am
Could someone please tell me if this glow is normal? I certainly don't think so. :confused:
I'm using these custom flags: -ambient_factor 20 -no_emissive_light -spec_exp 0.1 -spec_point 20 -spec_static 10 -spec_tube 5 -ogl_spec 128 -bloom_intensity 200 -fxaa_preset 6
 
(I tried lowering the bloom intensity and fxaa preset but the problem wasn't solved  :banghead:)

[attachment deleted by ninja]
Title: Re: Too glowey
Post by: Darius on June 24, 2013, 09:48:54 am
-spec_point is the one you want to modify

Edit: also have a look at spec_static and tube, see if lowering them helps. Static is to do with suns if I remember right, tube is from beams, point from weapon fire and subspace portals.
Title: Re: Too glowey
Post by: Shivan Hunter on June 24, 2013, 09:55:01 am
IIRC there were some problems a while back with some AMD drivers that caused this issue (I might be wrong, this might be completely different). What card and drivers so you have, and have you updated to the latest drivers?
Title: Re: Too glowey
Post by: Raptoer on June 24, 2013, 10:04:49 am
Thanks guys, spec_point did the trick, I put it to 1 and every thing is normal.
But anyway my graphics driver is : nVidia Geforce GT520M and the driver up to date
Title: Re: Too glowey
Post by: Luis Dias on June 24, 2013, 10:18:07 am
You can still put it like 0.3 and so on, 1 is still overkill at least for me.
Title: Re: Too glowey
Post by: Fury on June 24, 2013, 10:30:56 am
Raptoer, you may want to take a look at this wiki page: http://www.hard-light.net/wiki/index.php/Sample_Lighting_Settings

Those lighting settings of yours strike me as quite exaggerated to say the least.
Title: Re: Too glowey
Post by: Veers on June 24, 2013, 09:39:00 pm
These are the settings I use, primarily based for BP but works well for everything.

I based it off the darker settings on the wiki page.

-no_emissive_light -ambient_factor 35 -spec_exp 20 -spec_point 0.9 -spec_static 3 -spec_tube 2 -ogl_spec 40 -fxaa_preset 6 -bloom_intensity 90

Generally darker, more light from natural sources or weapons fire.
Title: Re: Too glowey
Post by: Kolgena on June 28, 2013, 04:31:57 pm
Behavior of -spec_point is completely different with deferred lighting (like blue planet) builds. In older builds, a value of 1 or 2 for spec point was still somewhat reasonable. In deferred lighting builds, a value of 1 is "WHY IS EVERYTHING A SUN--TH GOGGLES DO NOTHING" I'd even argue that 0.3 is too high.

Wiki sample lighting values are for the old engine. I wouldn't use them with the BP builds.

(The second to last screenshot of the Karuna has a strange beauty to it. Makes it look like some sort of energy/spirit/hologram ship. The crazy bloominess is similar to how the First Civilization characters are rendered in Assassin's Creed)
Title: Re: Too glowey
Post by: headdie on June 28, 2013, 06:18:50 pm
that Karuna  shot does have an ethereal quality to it
Title: Re: Too glowey
Post by: Piemanlives on July 05, 2013, 04:32:42 am
I have to agree with Headdie, that Karuna is kind of spectacular in a way.
Title: Re: Too glowey
Post by: yuezhi on July 05, 2013, 04:46:32 am
Looks more like the textures got burned off and the Karuna ascended.