#1640 posted by Zwiffle on 2005/01/05 01:42:34
I posted this in sm40, but I need 1-2 testers for my sm40 map before I ship it off to RPG for completion. I probably won't change too much, but I'd like some feedback and any bugs people find. So lemme know if you'd like to test, thx.
 The Sands Of Time
#1641 posted by starbuck on 2005/01/05 16:51:29
http://img53.exs.cx/my.php?loc=img53&image=quakesands6ih.jpg
Not my map, but I thought this shot made Quake look like Prince of Persia: Sands of time. You know, when time goes back and its all glooooowwwwwyyy.
 BlurQuake
#1642 posted by Kell on 2005/01/05 17:08:31
when time goes back and its all glooooowwwwwyyy.
Coming soon to a bloated custom engine near you!
 For FUCKS Sake People
#1643 posted by ProdigyXL on 2005/01/05 17:11:45
We've been discussing this in #tf some these past couple days, but this shot is just another example of a graphics feature getting out of control. Light blooming, when done correctly can add to a games experience and atmosphere. When done as above, it detracts from the experience and only hampers the players eye sight. That shot would look much much better had the bloom been reduced to near nothing. It should be used to accent certain features within the gamespace, not washout the playing field. Guild Wars seems to be another huge offender when it comes to the bloom effect. This feature seems to originated from graphics focused consoles, where every wiz-bang feature is needed to set a game apart from another. However, it would seem some console developers have gotten a grasp on how to utilize it properly. Examples of bloom done right include the Splinter Cell series, Rainbox Six, and more recently Burnout 3 on the road surface in the far distance because of the sun. Tenebrae used the bloom effect pretty well, I was suprised that we didn't see it in Doom 3. Regardless, people need to see that this is a graphics gimmick, just as the sun glare was years ago when it appeared in ever PSOne title.
/Rant Off
 ProdigyXL
#1644 posted by Kell on 2005/01/05 17:16:51
while you exhibit no lense flare of your own, you are positively incandescent :)
 The Bloom Effect
#1645 posted by starbuck on 2005/01/05 18:09:55
heh, should have mentioned that the shot was produced by me messing with settings, and actually looks fucking amazing when you run around with that on. Obviously that would only be used for a dream sequence, or using the dagger of time.
I took the time to take pics of the bloom effect being used more moderately. Before and after pics at:
http://www.planetquake.com/starbuck/bloom/
 Omg
#1646 posted by Jago on 2005/01/05 18:18:34
those first 2 shots are my map :]
 Starbuck
#1647 posted by Kinn on 2005/01/06 03:19:25
DarkPlaces I'm guessing, yeah?
 Actually...
#1648 posted by Shambler on 2005/01/06 04:48:42
For an engine mod visual gimmick, that doesn't look half bad.
 In Bloom
#1649 posted by HeadThump on 2005/01/06 10:54:28
It kills the illusion of depth. Where the light effect shines on the textures, they only appear flat or painted on.
 It Could Work
#1650 posted by HeadThump on 2005/01/06 10:58:28
in monomaterial geocomps pretty well though. For it to be effective here, you would have to account for the individual darkness/contrast of the pixels to sustain the depth, and there you go: per pixel shading!
 Starbuck
#1651 posted by R.P.G. on 2005/01/06 11:58:05
Yeah, what Kinn said--what engine?
I might have to use that for gimmicky shots of my maps on a future design of my site.
 RPG
#1652 posted by Jago on 2005/01/06 12:02:49
That's the latest beta of Darkplaces. AFAIK, it's not avaible on DP site yet, so ask LordHavoc for the download URL.
 Yeah Its The DP Beta
#1653 posted by starbuck on 2005/01/06 18:30:18
headthump: dude, huh?
the shots with bloom on are the 1st, 3rd, 5th...
It just gives a blurry glow around light stuff in the engine, like a lens flare (ish). Doesn't 'kill the illusion of depth' at all.
 ...
#1654 posted by necros on 2005/01/06 18:31:26
how does it know why textures should be bloomed?
does it go by contrast or are there texture settings?
 .
#1655 posted by necros on 2005/01/06 18:31:37
why = which
 ...
#1656 posted by starbuck on 2005/01/06 18:47:55
i think it works it out itself, don't ask me how. Just seems that a fair bit of light on a really light surface will cause it.
 Necros
#1657 posted by Maj on 2005/01/06 19:54:49
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].
That's roughly how bloom works in most engines... and your eyes.
[*] At least, that's what jherax assures me.
 I'm Guessing
#1658 posted by ProdigyXL on 2005/01/06 19:55:10
A bloom alogrithm takes takes pixel information from around a light source, and saturatuates the light onto the pixel and so many pixel around it. At least thats what I'm guessing. For lighter colored textures, you'll see the light and texture bleed together. I think. I'm just guess it's through a pixel shader type thing, more specficly a opengl fragment program (or fragment shader or whatever they are called).
 Okay,
#1659 posted by HeadThump on 2005/01/06 20:45:07
I should have been more specific. The results on the Ikbase are pretty subdued, so no harm done and could be counted as a visual improvement, but the Slipgate Complex, well . . . maybe it is a judgement call but it appears to me the contrasting materials on the walls and the rivet supports bleed into one another.
 Although, To Be Fair,
#1660 posted by HeadThump on 2005/01/06 20:51:12
take a look at the wall furtherest to the left on the slipgate shots with the rivets close by you. There is not much illusion of depth built into that texture in the first place ;)
 Oh
#1661 posted by starbuck on 2005/01/06 21:14:13
think i see what you mean, on the ceiling, right?
pretty minor to be honest... not something i'd notice ingame. You can also change the amount it blurs and the opacity of the effect so you could adjust the effect till it suited you.
 I Would Agree
#1662 posted by HeadThump on 2005/01/06 22:37:55
the trade off is only a slight one. What I said before was overkill.
Does the new Dark Places beta support pixel shaders as ProdigyXL mentions above?
 Err
#1663 posted by Jago on 2005/01/07 00:35:13
another empty post in the Arcane Wizard thread...
 Argh
#1664 posted by Jago on 2005/01/07 00:35:32
wrong thread
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