View topic - Implement shadows for features?



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PostPosted: 27 Feb 2013, 19:18 
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I finally have all the features rendered at great distance and now they dont have any shadows!

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PostPosted: 27 Feb 2013, 22:52 
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Also, your ships seem to have shadows under the water, which looks odd ;)


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PostPosted: 27 Feb 2013, 22:57 
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Thats pretty normal behavior, shadows are cast onto the sea floor, and the floor is deep, so the shadows are further off from the ship.

The only think it makes it look just a tiny little bit odd to me is that the shadows are so bright, like the sea is really that crystal clear.


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PostPosted: 28 Feb 2013, 02:18 
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ok solved


FeatureDrawDistance = 95000
FeatureFadeDistance = 88000

and

advmapshading on helped


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PostPosted: 28 Feb 2013, 07:30 

Joined: 13 Aug 2007, 12:19
Could you post more result screenshots?


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PostPosted: 28 Feb 2013, 09:25 
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Quote:
FeatureDrawDistance = 95000
FeatureFadeDistance = 88000

Can i somehow change those in a map gadget?


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PostPosted: 28 Feb 2013, 15:18 
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Joined: 08 Oct 2006, 15:58
Spring.*etConfigInt (loadtime only)


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PostPosted: 28 Feb 2013, 16:56 
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Silentwings wrote:
Also, your ships seem to have shadows under the water, which looks odd ;)

Agree with this. I don't think you would see shadows on the sea bottom in real life, water defracts too much light and is too turbid. Maybe you could if it was a bathtub with filtered water, but most oceans don't consist of that.

Solution: just remove shadow on sea bottom. Maybe it saves some GPU time too. Everybody happy.

Edit: just have to fill in more about how stupid that shadow on sea bottom is. Based on land topography, you can usually assume that sea topography follows a similar pattern*. Therefore, the sea bottom shadows seem to indicate a rather shallow sea, whereas the mountians close to the beach indicate a rather steep topography and therefore a deep mountain. The shadows on sea botton are way too shallow.

* mountains are the result on tectonic movements that cause land mass to accumulate on top on itself. Tectonic plates are on a rather large depth compared to the water depth that seas have. Therefore there is no reason why the land above water level should be mountanous but not the land beneath it.


Last edited by Jools on 28 Feb 2013, 17:03, edited 1 time in total.

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PostPosted: 28 Feb 2013, 17:03 
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Quote:
water defracts too much light and is too turbid.

Not if it's /water 0.

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Solution: just remove shadow on sea bottom use bumpwater.

Ftfy.

(the one Floris uses above is reflective/refractive)

Quote:
The shadows on sea botton are way too shallow.

They're actually flat, because projections on a surface. To enable volume shadows, go implement it :P


Last edited by Anarchid on 28 Feb 2013, 17:06, edited 1 time in total.

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PostPosted: 28 Feb 2013, 17:05 
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I'm talking about real life. Forget how spring engine is coded. You need to get out and have some fresh air. Maybe talk with a woman too.


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PostPosted: 28 Feb 2013, 17:08 
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Quote:
I'm talking about real life.

You're talking about water looking unreal in a game engine on settings that don't allow it to look real.

Also, in real life, tectonic movements easily cause underwater mountains and stuff like deep ocean trenches.

Quote:
Maybe talk with a woman too.

That gets old real fast, sonny :P


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PostPosted: 28 Feb 2013, 17:16 
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My point is exactly that sea bottoms should have mountians, just like land. And looking at the topography, the sea should be much deeper.


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PostPosted: 28 Feb 2013, 18:58 
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Jools these things you talk about are the job of map makers.

So the engine has little to do with mountain/seafloor heights in that aspect.


Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.

But hey, there are more important things to implement.


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PostPosted: 28 Feb 2013, 19:10 
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Floris wrote:
Jools these things you talk about are the job of map makers.

So the engine has little to do with mountain/seafloor heights in that aspect.


Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.

But hey, there are more important things to implement.

FACT


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PostPosted: 28 Feb 2013, 19:24 
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Floris wrote:
Jools these things you talk about are the job of map makers.

I was commenting the map.

Floris wrote:
Imho shadows on sea floor is okay as long as its shallow water, and they should fade away when the shadows are cast deeper.

But hey, there are more important things to implement.

Agreed, if by shallow you mean less than 0,1 m deep.

Yes, there are more important things to implement, so until shadows in sea floor can be done correctly, just remove them.

(Edited misquote.)


Last edited by Jools on 28 Feb 2013, 20:42, edited 1 time in total.

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PostPosted: 28 Feb 2013, 20:09 
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Jools wrote:
Floris wrote:
Jools these things you talk about are the job of map makers.

I was commenting the map.

So the engine has little to do with mountain/seafloor heights in that aspect.

that is what he was saying.


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