Author Topic: Billboard Interection Problem  (Read 1896 times)

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Offline blackhole

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Billboard Interection Problem
I've noticed that a lot of the developers here are being frustrated by the billboard intersection problem. While there are some possible shader-related fixes for this, I thought I would bring up a possibility that might be slightly easier with the current engine. The billboard collision problem is nothing new - all games prior to DX10 suffer from it. However, in FS2 it is blatently obvious because of the explosions that are used. They are so bright and so contrasted that the center of the explosion is BLATENTLY sliced off by the offending model that it is hitting. This may seem like an odd suggestion, but what if you made a one-sided explosion? Instead of being a giant ball of fire for a missile that you *know* is going to slam into a ship broadside, use an explosion that is entirely directional, then rotate it based on the heading of the missile upon impact. Therefore, if you had an explosion that looked roughly like this:



No matter what the missile hit, the explosion would always only come out in one direction, eliminating the blatent cutoff. This of course creates the issue of, what if your viewing a missile from head on? A one sided explosion looks pretty weird. You could check the missiles orientation in relation to the player and create a deadzone where a normal, spherical explosion is used, and then it would probably look pretty good. Alternatively, you could simply spawn two one sided explosions opposite of each other.

I have no idea how easy/hard this is or if its been tried and thrown away before, its just an idea I thought I'd throw out there. An alternative idea would be volumetric explosions - using many billboards oriented in different directions to reduce the amount of visible clipping. For example, you could spawn 3 billboards per explosion, one oriented to the X axis, one to the Y axis, and another to the Z axis. In theory, this would create a volumetric looking explosion that would probably cover up a vast majority of the clipping. You could also make the explosion oriented to the screen but made of 10 or so billboards seperated from each other with individual portions of the explosion to create the illusion that its volumetric, and thus make the clipping slightly less obvious. Again, i have no idea if you guys have tried this stuff already, just an idea.

 

Offline taylor

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Re: Billboard Interection Problem
"soft particles" are already on the todo list for 3.7+.  But it isn't going to happen until the material system show up, so there is really no point in trying to deal with it now.

 

Offline DaBrain

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Re: Billboard Interection Problem
I agree. There is no need for a temporary fix, if we can directly go the DX10/OGL way and use softparticles.

Btw, is a shader 4.0 card required for this?
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Offline taylor

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Re: Billboard Interection Problem
I think that it just needs SM3.0, but I can't say that for sure.  I've got the docs on how to do it, but other than a quick skim I didn't check on the actual requirements.  I'm sure that someone could make it work in some respects with most shader versions, you just need enough of an instruction count to blend far enough so that it looks good.  And, of course, this would make particles be per-pixel, so fast hardware would really be needed anyway (which likely means SM3.0+ purely for performance reasons).

 

Offline Bobboau

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Re: Billboard Interection Problem
I had a thought on this when shaders were first introduced that we could use the luminance of the texture as a height value and make a sort of volumetric effect which should help with the clipping issue.
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DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: Billboard Interection Problem
Um... I know this isn't the place to mention this, but my FreeSpace gives me interection problems, too.

edit: oookay... interection problems? Hello?
« Last Edit: January 08, 2008, 04:09:59 pm by Mustang19 »

 

Offline Flipside

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Re: Billboard Interection Problem
They all do, it's the way the game works, which is why people are trying to think of ways to fix it ;)

 

Offline Bobboau

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Re: Billboard Interection Problem
BTW, I've been down the "isn't going to happen until the material system show up" road, it's a very long road, and the scenery seems to repeat it'self. as much as I'd like to see it too, I gave up on it long ago. I'd suggest just finding a way to shoehorn detail mapping into what we have and fixing these things as they show up.
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 
Re: Billboard Interection Problem
Um... I know this isn't the place to mention this, but my FreeSpace gives me interection problems, too.

edit: oookay... interection problems? Hello?
Alas, in a world so full of typos, nobody seems to notice when you do it on purpose.  I chuckled though.
Everything is better with monkeys.  Even pie.

That is the best first post I have ever seen.

  

Offline blackhole

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Re: Billboard Interection Problem
Nevermind then :P