'Black Ground' - possible cause discovered - Page 2

'Black Ground' - possible cause discovered

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Targ Collective
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Joined: 12 Nov 2005, 14:16

Post by Targ Collective »

Oh... So that's what they're for. I thought they were a tool for irritating people who smiley spam. :wink:

That's why I seldom use them. Although I do take your point, they work very well for clearing up this sort of ambiguity.
mufdvr222
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Joined: 01 May 2005, 09:24

Post by mufdvr222 »

Has anyone noticed that if a skybox is used, it cancels out any water colour and texture settings, and forces the default blue.
Also you cannot adjust the sun colour with a skybox meaning you are stuck with however dark the skybox source images are.
I noticed this on a map I made with green water I wanted a night map and added the tag "SkyBox=xxxx.dds" in the .smd for a night skybox I have but when the map loaded the water was blue, removing the skybox tag from the .smd fixes this and i get green water but , of course the standard spring sky.
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aGorm
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Post by aGorm »

Not somthing I've noticed... manily because teh only maps with Skyboxes I have done have realy purple ground (so you dont notice...)

Bring it up with zaphod, sounds like that would be just a few lines of code to fix (prob jsut 1 line missing...)

aGorm
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Targ Collective
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Post by Targ Collective »

...Mention how the black ground effect ties in while you're at it. Though I expect it'll be more than one line for that one.
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jcnossen
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Post by jcnossen »

It looks very simple from the user point of view ;) However fact is that the skybox code hasn't changed for the last 6 releases or so. OpenGL is very state controlled. That means that you set certain lighting/texture/transformation states and the other calls are handled by OpenGL based on these states. It also means that if you don't reset states to a default value, other parts of the program are influenced by this. In short, this problem is hard to find :|

Could any of you test if running this spring build makes a difference?
http://taspring.clan-sy.com/dl/spring-0.67b1-nos3o.zip
I disabled S3O state setting in it, which is the only rendering thing that was really changed when the bug came up.
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Min3mat
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Post by Min3mat »

i think this can't be true. think of CPIA (not that u want too :P) skybox + green water. maybe u r doing something wrong?
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jcnossen
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Post by jcnossen »

I'm not doing anything, so what should I be doing wrong ? :?
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Aun
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Post by Aun »

Zaphod wrote:It looks very simple from the user point of view ;) However fact is that the skybox code hasn't changed for the last 6 releases or so. OpenGL is very state controlled. That means that you set certain lighting/texture/transformation states and the other calls are handled by OpenGL based on these states. It also means that if you don't reset states to a default value, other parts of the program are influenced by this. In short, this problem is hard to find :|

Could any of you test if running this spring build makes a difference?
http://taspring.clan-sy.com/dl/spring-0.67b1-nos3o.zip
I disabled S3O state setting in it, which is the only rendering thing that was really changed when the bug came up.
I only tried Core Prime, but it worked fine.
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jcnossen
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Post by jcnossen »

And you do have the black map bug with the regular spring.exe?
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Aun
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Post by Aun »

Zaphod wrote:And you do have the black map bug with the regular spring.exe?
Of course...
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jcnossen
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Post by jcnossen »

Ok sorry ofcourse you had :roll:

Test2:
http://taspring.clan-sy.com/dl/spring-blackmaptest.zip

This is with the S3O states set like in upspring, and better cleaning up, so who knows it might just work.
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Aun
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Post by Aun »

Zaphod wrote:Ok sorry ofcourse you had :roll:

Test2:
http://taspring.clan-sy.com/dl/spring-blackmaptest.zip

This is with the S3O states set like in upspring, and better cleaning up, so who knows it might just work.
All praise Zaphod the great :-) If you couldn't tell, that means the map rendered fine.
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jcnossen
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Post by jcnossen »

Nice :)
Could anyone else confirm this too, just to be sure it works on multiple system?
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jcnossen
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Post by jcnossen »

If you see fonts/smoke rendered wrong, ignore that, it's fixed already....
Only check if the map still renders black.
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Lol zaphod! i have the blackout issue too, and ive tried these maps comet catcher, green heaven, core prime, wich are blacked out too me currently
on this build u posted they are pretty like before!!!!
yay!
:D

as this build any change that would modify any other game aspects ?
can i play just fine with this build ?
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jcnossen
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Post by jcnossen »

EXE checksums need to match, so you probably won't get into a game.
Bomber code is changed too, so you'll just have to wait for the next release. Some other stuff has to be fixed too and then it's ready for a new release.
Chocapic
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Post by Chocapic »

Thats interesting zaphod lol, i played yesterday in the server xta and aa games just fine, without noticing anything weird or buggy.
Ill put the normal .exe if i notice something weird :wink:
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Aun
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Post by Aun »

Chocapic wrote:Thats interesting zaphod lol, i played yesterday in the server xta and aa games just fine, without noticing anything weird or buggy.
Ill put the normal .exe if i notice something weird :wink:
Best news I've heard all week :lol: (Yes it's a monday :P).

EDIT: Tried it last night and it does work, apart from the text and smoke. Well, the corpses were completely white as well...
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

I must correct my previous statement.
It does work although sometimes i get sync errors, possibly due to this (not sure).
Ive returned to the original im waiting for the next release zaphod :p
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Targ Collective
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Post by Targ Collective »

Necromancy, posting here. I know.

While the Black Ground effect has been sorted out, my machine still won't show skyboxes correctly. The sky is generally pure white to the top and pure black to the bottom of the horizon.

I suspect this is due to my graphics card rather than Spring, a 460 GeForce GO, but I thought I'd post anyway...
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