Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
gajop wrote:
what's the map fog effect? why is the engine version better looking (i.e why is the gadget version limited), and how much faster is it?
without knowing the details, I'd rather have the LOS effect in the engine as it fits the description of being "something that a majority of RTS games have and is complex enough that they shouldn't have to implement it"
would it be possible to somehow mix the two, i.e by providing engine rendering, thus gaining speed and a larger variety of effects, but still having some sort of control and customization - expose a lua interface content devs can use
You have it backwards. Gadget is better looking, but slower. Interferes with mapfog (which autohosts don't use anyway).
Gadget version isn't limited in any meaningful way, engine version is.
1. Through the terrain shader (previous attempt) Pros: - Faster - Better looking effects (like desaturation, hue shifts, etc)
Cons: - Static and hard to modify (because its engine shader, hard to plug new things into it) - only effects terrain
2. Through a depth shader gadget as shown here Pros: - Each mod can easily customize the way it looks - No significant engine code needed - Effects everything (map, grass, water surface, features) - Allows map border fog
Cons: - Slower - limited set of effects (basically a transparent image overlay) - will interact badly with map fog effect
1) (ENGINE) is: - Better looking effects (like desaturation, hue shifts, etc) - Faster thus those things can easily be seen as "cons" for the 2) (GADGET) - Worse looking effects (like no desaturation, hue shifts, etc.) - Slower
Any update on this? The pictures in the first post look awesome and i think it would add a whole new level of detail to the engine if fog of war was available.
No significant progress was made, sorry I only have a limited amount of energy and BAR is taking all of it, this thing got bumped down too low on the priority list. Ill try to make a best effort to get it included in .89
Joined: 25 Aug 2004, 12:31 Location: Has not played *a in years.
on discussing for adoption: why cant mod options tell the engine when to use it or not. that way if they have a better alternative that fits the game/mod then they can provide it.
Last edited by bobthedinosaur on 30 May 2012, 21:12, edited 1 time in total.
After lots of tweaking and testing last night, I realized that two importatnt things are missing from my implementation: Lack of minimap renderin support. No sonar maps, which puts enderwater in a qwuite noisy environment. The depth buffer does not get depth values for the water surface, but for the groud below, whch nakes this ugly for deep water.
No significant progress was made, sorry I only have a limited amount of energy and BAR is taking all of it, this thing got bumped down too low on the priority list. Ill try to make a best effort to get it included in .89
Don't you worry, just keep on working on it and release it when it is ready. Just wanted to check this will not be vapourware.
What comes to the video you posted, i almost jizzed in my pants
The only thing i am not sure about is the "static". Seems to me it would be nervous to have something flickering all the time like that. But as you said it might be a totally different experience when seen in-game.
ps. what are the odds that the two things in spring i am looking forward to most are being worked by the same guy :D mad props!
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Behe, just treat sonar like los wrt the fuzz. Because, that's what spring does. You cannot have los without sonar, and underwater, los does nothing and sonar does everything. It's actually very strangely laid out.
Behe, just treat sonar like los wrt the fuzz. Because, that's what spring does. You cannot have los without sonar, and underwater, los does nothing and sonar does everything. It's actually very strangely laid out.
I was gonna mention something about that, that's another big flaw in spring. Sonar should be treated like underwater radar and not like LOS.
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