Sorry for the long post, but I got latest master to compile in VS 2005, but ran into 2 issues that I needed to fix for it to work: In
Code:
void CFeatureDrawer::DrawFadeFeaturesSet(std::set<CFeature*>& fadeFeatures, int modelType) { for (std::set<CFeature*>::const_iterator fi = fadeFeatures.begin(); fi != fadeFeatures.end(); ) { std::set<CFeature*>::const_iterator fiNext(fi); ++fiNext;
I had to change it to a non const iterator for it to compile:
Code:
void CFeatureDrawer::DrawFadeFeaturesSet(std::set<CFeature*>& fadeFeatures, int modelType) { for (std::set<CFeature*>::iterator fi = fadeFeatures.begin(); fi != fadeFeatures.end(); ) { std::set<CFeature*>::iterator fiNext(fi); ++fiNext;
I loaded it up, and found this great new feature, dynamic sun :) I dont mean to drop the bomb on this, but could you share how I can give parameters to this? Because most of my maps rely heavily on pre-baked lighting, and I would like to configure this to suit them more.
Also, I found numerous other rendering bugs, and would like to ask if I should share these, or are they known to you as well? Like the minimap getting corrupted, grass texture issues, and lighting level issues.
Thank you devs for your hard work on giving us great new features!
Add a fourth parameter to the "sunDir" in the map info (x,y,z,sunDist). "sunOrbitTime" (in seconds) and "sunStartAngle" (in radians) can also be set. The sun normally starts at the peak elevation point, but e.g. sunStartAngle = PI would make it start at the lowest elevation point.
x,y,z is the axis of rotation for the orbit and sunDist is the distance from the origin to the center of the orbit. So, for a sun that passes through zenith (x,0,z,0) so that x^2+z^2=1^2
For a sun at a constant elevation (0,1,0,sunDist), 0<sunDist<1. Note that a sun too near the horizon currently has zero brightness so cannot be seen.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
@manolo, for maps that have the shadows literally baked in it won't look very good (very few maps do this tho). For the ones that have baked preshading (which is most of the high quality maps), it's possible that at certain points it might look a little odd, but I doubt it will be so noticeable that it will make a difference to the player. They are all going to be shitting themselves about dynamic sunlight to notice And in the future, mapmakers will simply be not baking preshading, so while it "could" be an issue of sorts, it is one that will resolve itself.
easy enough to an ambient bake rather than a directional shadowed one; im sure combined with ssmf it will look far superior to anything that exists ATM
Joined: 22 Feb 2006, 01:02 Location: cheap kitchen
if i understand correctly, those are the engine shadows just updated with a new feature.
Quote:
I think he was meaning 'turn off engine shadows if they look funky on old maps'
yup. So if you have some old map with shadows drawn onto the terrain, it might be better to switch engine terrain shadows off so that you do not get double shadows, possible pointing in different directions.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
I believe this post answers your question (read all the way through to the end and it'll make sense).
zerver wrote:
Add a fourth parameter to the "sunDir" in the map info (x,y,z,sunDist). "sunOrbitTime" (in seconds) and "sunStartAngle" (in radians) can also be set. The sun normally starts at the peak elevation point, but e.g. sunStartAngle = PI would make it start at the lowest elevation point.
x,y,z is the axis of rotation for the orbit and sunDist is the distance from the origin to the center of the orbit. So, for a sun that passes through zenith (x,0,z,0) so that x^2+z^2=1^2
For a sun at a constant elevation (0,1,0,sunDist), 0<sunDist<1. Note that a sun too near the horizon currently has zero brightness so cannot be seen.
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