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'Fog' in distance (Wishlist)
'Fog' in distance // WishlistdthknightApr 26, 1998, 2:21pm
Instead of objects just stopping dead 30m, 40m, etc. in front of you,
how about fading them out in a fog-like effect between (for 30m) 25 and 35m? This kind of effect is seen in many flight sims and also I think it's in a few of the 3D shooters. I guess the proper name for it is "haze" but I'm not sure... Still a neat idea, whatever it is called :) -- Dthknight - dthknight at earthlink.net - ICQ: 2603180 Dthknight Central: AW 1875N 2225W Home Page: http://home.earthlink.net/~dthknight/ AWEC Home: http://awec.home.ml.org "But the beginning of things, of a world especially, is necessarily vague, tangled, chaotic, and exceedingly disturbing..." - Kate Chopin, "The Awakening" technozeusApr 26, 1998, 2:43pm
Faded toward the sky color as they approach the visibility limit?
TechnoZeus technozeusApr 26, 1998, 2:52pm
Hmmm... I was just thinking of how that could be done without taking too
much processing. Here's a possibility, but it needs some refinement (and it's not the only possibility by any means) so let me know what you think... If "fog" is turned on for the world you are in, you would carry a large facer object (sprite) in front of you that would fill your screen. This object would be semitransparent, and the same color as the sky for that world, and would be kept in front of you at all times at a distance about 10 meters closer to you than your visibility limit. Obvious limitations: only one "fade" step. Likely problem areas: 3rd person view, looking up or down, transparent objects in the distance. TechnoZeus technozeusApr 26, 1998, 2:59pm
Sorry. I left out one MAJOR problem area... Backdrops. Of course it would
be possible to simply add transparency to objects that are too close to the visibility limit, but the ground object would have to be excluded or you run into that problem with the backdrop again. TechnoZeus [View Quote] dthknightApr 26, 1998, 3:06pm
This is a multi-part message in MIME format.
--------------D59BE52750EE57919F076D62 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit Somewhat... faded out... The best example I could find is attached - this is from Microsoft (ugh!) Flight Simulator... 5 mile visibility, about to fly over Biscayne Bay (off Miami), you can see a few of the islands in the bay, but not quite all the way to Miami Beach. In AW, from a certain point you might be able to see the nearby cafe (slightly shrouded in haze), but not the nightclub across the street. [View Quote] -- Dthknight - dthknight at earthlink.net - ICQ: 2603180 Dthknight Central: AW 1875N 2225W Home Page: http://home.earthlink.net/~dthknight/ AWEC Home: http://awec.home.ml.org "The best way to predict the future is to invent it." - Alan Kay --------------D59BE52750EE57919F076D62 Content-Type: image/jpeg; name="fog.jpg" Content-Transfer-Encoding: base64 Content-Disposition: inline; filename="fog.jpg" /9j/4AAQSkZJRgABAQEBLAEsAAD/2wBDABALDA4MChAODQ4SERATGCgaGBYWGDEjJR0oOjM9 PDkzODdASFxOQERXRTc4UG1RV19iZ2hnPk1xeXBkeFxlZ2P/2wBDARESEhgVGC8aGi9jQjhC Y2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2NjY2P/wgAR CACoAxgDASIAAhEBAxEB/8QAGgABAQEBAQEBAAAAAAAAAAAAAAECAwQFBv/EABcBAQEBAQAA AAAAAAAAAAAAAAABAgP/2gAMAwEAAhADEAAAAfoAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA AAAAAAAAAIKlACUAEKgqCoKgqCoKgqCoKlAAAAAACCoKgqCoKgqQ0AAAAAACOI7XgOziOzgO 7gO7hTs4Du4Du4Du4js4YPU8dPTjno3viOziO85Dq5Dq4js4jteA7uMO7hTs4Du4Du4Du4Du 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The correct 3D term is "fogging" and RW can supposedly do it. I recently asked Roland about adding fogging to AW, actually, and he said he tried to get it to work in the past but couldn't figure it out or something, so, like most of the cooler features, it's never been done. The Tomb Raider series has fogging and it is a nice way of blending things in, although it blends to black rather than white as in your flight sim pic.
[View Quote] > Instead of objects just stopping dead 30m, 40m, etc. in front of you, > how about fading them out in a fog-like effect between (for 30m) 25 and > 35m? This kind of effect is seen in many flight sims and also I think > it's in a few of the 3D shooters. I guess the proper name for it is > "haze" but I'm not sure... Still a neat idea, whatever it is called :) technozeusApr 26, 1998, 3:57pm
I don't actually know, but my guess is the problem was with the ground
objects and/or the backdrop. TechnoZeus [View Quote] eep²Apr 26, 1998, 5:31pm
Well, for worlds with modular grounds it shouldn't be a problem. If COF ever releases that modular groundmaking program, Shamus SAID he was gonna put into beta testing a couple weeks ago but still hasn't (and when I keep bugging him and Enzo about it, I find "it's been put on hold"--big suprise, eh?), then that would make making such ground much easier. But even WITH infinite grounds it shouldn't be a problem since fogging would just cover the part of it that's beyond visibility. I think fogging is just light fading (either to black or white) anyway, so I don't even know if it'd look good in AW, unless maybe it could fade to other colors...but even then...dunno...
As for backdrops Tomb Raider 2 uses them and fogging works fine with them. [View Quote] > I don't actually know, but my guess is the problem was with the ground > objects and/or the backdrop. technozeusApr 26, 1998, 6:13pm
Well, what I was thinking of is that if you change the "color" of the ground
as it gets farther away, you may get very noticeable z-buffering in many worlds since the ground objects usually have huge amounts of overlap, and if you change the transparency as distance increases, you may cause the backdrop to "show through" which again causes problems of it's own since the backdrop usually ends just below the horizon. Anyway, this Modular ground idea sounds very interesting. Any chance somebody could get a CoF rep to pop in here and make some kind of statement about what it is and where they're planning on going with it, and perhaps in what version? TechnoZeus. [View Quote] eep²Apr 26, 1998, 8:21pm
[View Quote]
> Well, what I was thinking of is that if you change the "color" of the ground
> as it gets farther away, you may get very noticeable z-buffering in many > worlds since the ground objects usually have huge amounts of overlap, and if > you change the transparency as distance increases, you may cause the > backdrop to "show through" which again causes problems of it's own since the > backdrop usually ends just below the horizon. But if fogging is just light control/effect, z-buffering shouldn't be any more affected than it usually is in AW. Z-buffering is when a calculation has to be made in order to determine which object (polygon) shows along the z-axis (depth). Since I think fogging is just lighting, this shouldn't matter. > Anyway, this Modular ground idea sounds very interesting. Any chance > somebody could get a CoF rep to pop in here and make some kind of statement > about what it is and where they're planning on going with it, and perhaps in > what version? Shamus Young was working on it. There's more info on my RenderWare site (http://tnlc.com/rw) about it on the first page. eep²Apr 26, 1998, 11:08pm
Uh, see what? You didn't limit the quoting to what you're specifically replying to.
[View Quote] > Correct. The difference is that people would "see" it. technozeusApr 26, 1998, 11:28pm
Okay. Let me "attempt" so say very clearly what I was trying to say
earlier. Again, I don't actually "know" that there would be such a problem, but what I was trying to indicate is that I can see the potential for the visual flickering associated with z-buffering between objects of different shades or colors if the ground objects in the distance were faded to a different color than those in the forground. Anyway, I suppose I should not have mentioned the potential problem in the first place since this forum is intended (as I understand it) for ideas and requests neither of which benefits from my negative input. Prehaps there would be a problem... perhaps not. Since I am not part of the programming team that COF has chosen to entrust such determinations to, my expression of concern is not only non-productive, but may tend to reduce the creativity others exercise by causing them to only post ideas in which they can find no flaws. Please excuse this oversight on my part. TechnoZeus [View Quote] eep²Apr 27, 1998, 1:37am
Um, no need for the low self-esteem bit, man. I'm just trying to understand what you're saying. Since, I believe, fogging is just light effects, no "flickering" from z-buffering should happen since light isn't what causes z-buffering; overlapping, intersecting, and objects close to one anothe do...and since light isn't an object, it ain't gonna do it.
And since I've never seen fogging any color other than white or black, that just gives more support that it's just a light effect. However, RW can have colored lights so perhaps colored fogging is possible--I don't know. Hopefully Roland will chime in here and set us straight. At any rate, I was kind of hoping for a sprite effect for objects past a certain distance. But it would probably be too much in performance loss to calculuate sprite versions of all the objects past the visibility distance anyway. The avatar distance rendering in 2.0 is what I'm referring too...only for objects. But the avatar one is just a texture of one avatar made into a sprite and it's always facing you and looks kind of creepy...not too mention heavily aliased. Then there is mipmapping, which uses different-resolution textures at various distances, but I'm not sure how that would do performance wise, as I think mipmapping is just to try and lose the moire pattern on textures from far away. For a good example of this, go to Utah world and look at my chainlink fences around GZ; they moire all over the place. Another thing I've heard of is BSP (binary space partitioning). I think it's supposed to not render things behind other things, but I don't know for sure. I told Roland about it a couple months ago and he didn't know RW could do it, or something, and said it was something to think about. So, that could be a possibility, but who knows when or even if it'll ever happen. COF really needs more developers to move things faster...maybe they can merge with another 3D VR company or something...like Superscape or Blaxxun. I think I read about some 3D VR company mergers, lately...On-Live and some other one...maybe Blaxxun...not sure what that means but COF might want to look into it. [View Quote] > Okay. Let me "attempt" so say very clearly what I was trying to say > earlier. Again, I don't actually "know" that there would be such a > problem, but what I was trying to indicate is that I can see the potential > for the visual flickering associated with z-buffering between objects of > different shades or colors if the ground objects in the distance were faded > to a different color than those in the forground. > > Anyway, I suppose I should not have mentioned the potential problem in the > first place since this forum is intended (as I understand it) for ideas and > requests neither of which benefits from my negative input. Prehaps there > would be a problem... perhaps not. Since I am not part of the programming > team that COF has chosen to entrust such determinations to, my expression of > concern is not only non-productive, but may tend to reduce the creativity > others exercise by causing them to only post ideas in which they can find no > flaws. Please excuse this oversight on my part. paul barrowApr 27, 1998, 3:50am
I enabled fogging in some truespace experiments and it really slowed
everything down. Paul [View Quote] josephApr 29, 1998, 7:27am
Yes it does, unless supported in hardware. Most people don't have cards yet that
will support this in hardware (and even those who do, there's the driver issue...) [View Quote] > I enabled fogging in some truespace experiments and it really slowed > everything down. > > Paul > eep²Apr 29, 1998, 12:15pm
Doesn't seem to slow Tomb Raider down much, if any; and it has software, DirectX (Direc3D), and propietary (3Dfx, Voodoo, S3, etc) renderering. And if there was an option to turn it off, in AW, there shouldn't be a problem.
[View Quote] > Yes it does, unless supported in hardware. Most people don't have cards yet that > will support this in hardware (and even those who do, there's the driver > issue...) technozeusApr 29, 1998, 2:53pm
Downloaded the Tomb Raider II deom... Not impresses. It's slow, has poor
graphics, and does not react consistantly to keyboard input. Also, objects were placement was full of overlap, and the fogging effect, although working properly, added little or nothing to the realism. Just my opinion, but since I went through the trouble of downloading and installing it, I thought I might save someone else the trouble be offering a critique of sorts. On the positive side, I did think the swimming action of the main character's avatar as well as the running movements and the leaning into a turn were done quite well, and the tiger was pretty neat. :·) TechnoZeus [View Quote] technozeusApr 29, 1998, 3:01pm
Sorry about all the typos in that last post. Feel free to ask me what word
was intended if you have trouble figuring any of it out. That's what I get for typing while short on time. :) TechnoZeus eep²Apr 29, 1998, 3:42pm
Not impressed?? For the complexity and versatility of TR (especially 2), it's DAMN impressive, compared to AW. Play it some more and maybe you'll change your mind. Also, turning on bilinear filtering will smooth things out. Yes, textures don't seam very well, and they can be pixelated at times (moreso with bilinear filtering off, obviously), and there are z-buffering problems (overlap), but compared to AW, TR is better in many respects. Lara's moves blow AW's avatar control out of the water, for one. Second, with all the textures and objects in TR, it still gives way better frame rate than AW. Third, TR's sound effects are MUCH better at mixing and fading than AW's poppy, jerky, glitchy sound playing.
[View Quote] > Downloaded the Tomb Raider II deom... Not impresses. It's slow, has poor > graphics, and does not react consistantly to keyboard input. Also, objects > were placement was full of overlap, and the fogging effect, although working > properly, added little or nothing to the realism. Just my opinion, but > since I went through the trouble of downloading and installing it, I thought > I might save someone else the trouble be offering a critique of sorts. On > the positive side, I did think the swimming action of the main character's > avatar as well as the running movements and the leaning into a turn were > done quite well, and the tiger was pretty neat. :·) leo maukApr 29, 1998, 4:21pm
eep²Apr 29, 1998, 6:29pm
Fabulous, champ. Have a cookie. Drive through. <boot>
[View Quote] > Neither opinion is worth the electrons their written with. > IMO dthknightApr 29, 1998, 8:46pm
*munches cookie.rwx* hmm I'm getting good at stealing these cookies...
:) [View Quote] -- Dthknight - dthknight at earthlink.net - ICQ: 2603180 Dthknight Central: AW 1875N 2225W Home Page: http://home.earthlink.net/~dthknight/ AWEC Home: http://awec.home.ml.org "But the beginning of things, of a world especially, is necessarily vague, tangled, chaotic, and exceedingly disturbing..." - Kate Chopin, "The Awakening" |