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07-28-2002, 03:43 PM
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#1
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
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Fog, clipping plane included?
I know for some games, they use fog in huge open areas to cover up the details in the background and improve framerate. It usually (I think) does this by not rendering the faces in the opaque areas of the fog, improving framerate. Does JO do this same thing?
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-29-2002, 02:25 AM
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#2
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Join Date: Jun 2002
Location: Striking fear into the hearts of Demolicans and Republicrats.
Posts: 951
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maybe... i noticed in the scripts they give you in the 2d pack, in the yavin_canyon/range_1 script there is:
set ( /*@SET_TYPES*/ "SET_VISRANGE", 4000.000 );
???
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07-29-2002, 07:32 PM
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#3
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Join Date: Jun 2002
Location: New Castella
Posts: 357
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Actually what the fog is is a cover up for the vision range. Volumetric fog by itself makes the fps go FPHUMP--oh wait, your Emon--you probably already new this = )
Today isn't your lucky day....tommorrow isn't looking good either...
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07-29-2002, 07:49 PM
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#4
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
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The regular fog brushes aren't volumetric. The volumetric fog is like the fog above the water on the Yavin Swamp, it has volume to it. It's also extremely slow.
I'm pretty sure it does help, because in tons of other games like Rogue Spear and Ghost Recon, they use the same thing. RS uses a old fashioned clipping plane with fog over it (optional depending on the map) and GR uses just fog.
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-30-2002, 01:46 AM
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#5
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Join Date: Jun 2002
Location: Striking fear into the hearts of Demolicans and Republicrats.
Posts: 951
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so was the question answered?
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07-30-2002, 04:27 PM
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#6
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Join Date: Jun 2002
Location: New Castella
Posts: 357
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Yes.
See, all you have to do to answer Emon's questions is post something blatantly stupid or wrong--and he will correct you and solve the problem for himself.
"think outside the box"
or was it....
But seriously--Yeah--a TON of games use fog to speed things up--in fact--I'm having trouble naming one that doesn't...
But Emon--to be....philisophical...?...My in my sp level, Massassi Catacombs--on the top in the swamps I filled a large area with fog--and the frame rates dropped--even thought it covered up a BUNCH of polygons. I am not quite sure why--but it did...and yes...my video card can handle fog QUITE easily

Today isn't your lucky day....tommorrow isn't looking good either...
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07-30-2002, 07:29 PM
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#7
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Strong Bad's Henchman
Join Date: Jan 2002
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Okay, I was asking a question, that's all. I'll do some tests later to get some real results.
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-30-2002, 07:47 PM
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#8
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Join Date: Apr 2002
Posts: 140
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Karshaddii, how much polys did you hide behind the fog?
i ask this because of the following
i know a similiar case, this time with visibility culling (polygons behind other polygons won't be rendered in realtime processing).
First i have to say, that visibility culling needs a base amount of processing capacity, no matter if it has much to do or almost nothing.
You have two large rooms, one with 10 pillars, the other one with 100 pillars. Visibility Culling in the first room has almost nothing to do, but its eating performance, this way, you would get a better performance when switching off vis culling. But in the room with 100 pillars (many polygons) the vis culling will increase your performance remarkably in contrast to the same scene but this time without vis culling.
So maybe its the same with fog, who knows 
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07-30-2002, 10:16 PM
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#9
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Pointfile of DOOM
Join Date: Apr 2002
Location: Minneapolis, MN
Posts: 1,362
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Except that JO doesn't do realtime visibility culling... that's what the VIS process does during compile, to prevent the processor from needing to use those cycles during gameplay.
Thus, fog works the same way. It in no way affects triangles visible to the engine, as all of that is calculated at compile. Other game (Medal of Honor and Grand Theft Auto 3 come to mind) use realtime visibility calculations (a dynamic movable clipping plane) and draw fog beyond that plane. JO (in fact, the Q3A engine in general) does not support this.
Fog in JO is a particle effect, not an actual visibility function, and thus does not affect framerate in that way (although the high particle count will very likely decrease framerate).
There are three things that I paricularly hate: kids, animals, and women with attitudes.
http://richdiesal.jedioutcastmaps.com - Map Showcase and Tutorials!
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07-30-2002, 11:56 PM
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#10
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
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Bah! There isn't any way to make a clipping plane yourself or emulate it, is there?
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 02:14 PM
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#11
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Join Date: May 2001
Posts: 60
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This is why you need foghulls. ...bwahahha.
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07-31-2002, 02:40 PM
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#12
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
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What?
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 04:00 PM
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#13
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Join Date: Jun 2002
Location: New Castella
Posts: 357
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How many polys?
Heheh, lets see.
I had *about* 200 brushes I was hiding. BUT--those were heavily altered brushes using the vertex tool--each brush having anywhere from about 8 sides to 15 sides. Plus I had exactly 15 tree models.
And Emon, I wasn't trying to be mean 
Today isn't your lucky day....tommorrow isn't looking good either...
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07-31-2002, 05:34 PM
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#15
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
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!!!....!!! I'M GOING TO TRY THAT RIGHT NOW!
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 06:40 PM
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#16
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Join Date: Apr 2002
Posts: 140
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much success on it, should work hopefully
and pls tell us your results
thx
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07-31-2002, 06:59 PM
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#17
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Strong Bad's Henchman
Join Date: Jan 2002
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I wasn't sure about that one because, the link he posted...
Instead I tried the distancecull key of worldspawn, set it to 384, not far, I know. I tested it in the duel_valley level that comes with the second SDK, and it works, and it's much faster than without it. Only problem is that it creates HOM. I'm trying to solve this now by using global fog which will be opaque before the distance cull, that HOM clipping plane is never seen, and you still get a huge FPS boost!
I'll let you know how the results are.
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 07:16 PM
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#18
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Join Date: Apr 2002
Posts: 140
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aahh, i didnt read the threads of the links i posted very carefully, wasnt aware of the point that they are referring to ydnars q3map that doesnt has jko support yet. But now reading all those posts, i want q3map2 more and more
back to culling
in the days, i did my first attempts on radiant, i made a group of large rooms and used the distance cull parameter, which resulted in the HOM effect, that i didnt know much about, i was just wondering what happened to my map  . then i was deleting the parm and not discovering its function some more, i had other more weighting problems at this time
but it seems, we will get out performance boost with fog
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07-31-2002, 07:18 PM
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#19
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
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Worldspawn ambient fog seems to make my level entirely dark... I'm trying just a huge fog brush right now.
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 07:26 PM
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#20
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Join Date: Apr 2002
Posts: 140
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by the way, ydnar gave some words on the progress he made on jko/sof2 support of q3maps
Quote:
I have done preliminary work on SOF2/JKII support, but nothing further. The two games use a different BSP format (RBSP rather than IBSP) with some extensions to the various components. The hard part will be supporting > 1 BSP format internally, as the code is currently hard-wired for the Q3/Wolf/EF BSP format.
On a side note, -game ef now supports Elite Force (preliminary). I haven't worked out the per-game surfaceparms yet, so the EF forcefield won't work properly.
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Last edited by Drakewl; 07-31-2002 at 07:38 PM.
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07-31-2002, 07:49 PM
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#21
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
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I think I got it working. Just use distancecull XX for the number of units to cull, then use a fog with an opaque distance just less than that, and it'll look seamless. I was using a fog with 4000, and it removed the HOM, and stuff still culled at my 384 units, but it was ugly. The fog was fine but stuff would cull, and when it did it just disappeared into nowhere, ya know? So if you disguise it with fog you'll never know!
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 08:07 PM
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#22
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Pointfile of DOOM
Join Date: Apr 2002
Location: Minneapolis, MN
Posts: 1,362
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That is quite slick. Mmm...may hafta take advantage of this in the near future.
There are three things that I paricularly hate: kids, animals, and women with attitudes.
http://richdiesal.jedioutcastmaps.com - Map Showcase and Tutorials!
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07-31-2002, 08:12 PM
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#23
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
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I can't imagine it having a practical use unless your map is huge and open, like mine will :-)
I'm not sure what these foghull think fourwood speaks of, but it's probably something that won't happen until Q3MAP2 support for JO...
Damn I can't wait for that! Faster compiling, more reliable auto-cull than SOF2MAP, fixed MP metalsteps, better lighting. Hmmm...sexy.
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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07-31-2002, 08:14 PM
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#24
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Pointfile of DOOM
Join Date: Apr 2002
Location: Minneapolis, MN
Posts: 1,362
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Eh, I'd rather wait for the Doom III editor.
New screens out on Gamespot, by the by... the fully dynamic lighting effects look slick.
There are three things that I paricularly hate: kids, animals, and women with attitudes.
http://richdiesal.jedioutcastmaps.com - Map Showcase and Tutorials!
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07-31-2002, 08:34 PM
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#25
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
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I was talking about Q3MAP2, the compiler, not an editor...
Doom III will probably be all brushes like Q3, so that sucks ass. Sector and brush combinations like the Unreal Warfare/Unreal engine are the best, no doubt.
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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08-01-2002, 12:35 AM
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#26
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Join Date: Jun 2002
Location: Striking fear into the hearts of Demolicans and Republicrats.
Posts: 951
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should make a tutorial on this, emon
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08-01-2002, 02:08 AM
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#27
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
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Right now I'm trying to get models in game. Spacemonkey's tutorial is sheer and utter crap, he should be shot just for ever making such a stupid peice of useless junk. GRR...Can't find any good ones... 
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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08-01-2002, 02:20 AM
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#28
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Strong Bad's Henchman
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
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P.S.
Didn't mean anything by that, just lashing out in rage cause I can't find a single tutorial on this... GRR
Clarionet, n. An instrument of torture operated by a person with cotton in his ears. There are two instruments that are worse than a clarionet -- two clarionets.
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