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  00:02:24  5 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
anyone seen this before?

Hi

I just messed around with the shaders and directX stuff and got this:

http://www.moddb.com/mods/dynamic-shaders/videos/lighting-tests-not-for-production

Weird thing is that I didn't change any lighting stuff, so does anybody happen to know what might be causing such behavior?
  15:50:32  5 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/05/2012 15:56:11
Messages: 248
hm all i can see is volumetric lights + shadow diffuse there...
am i missing something?
i know who you are, that's why i am asking question like this.

volumetric lights works weird, i mean volumetrics work EXACTLY opposite of how it should(when we are in shadows, shadowed area should be brighten, that if seen from outside of shadowed area).
i never understood this behaviour in stalker.

it reminds me weird ARMA hdr brightening/eye adaptation, same issue - works OPPOSITE from proper way(whole screen dims when we point to dim areas and brightens when we point to bright areas there).

anyway, this is why i am not using volumetrics in stalker, it is just done wrong way;/
  17:39:10  5 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
That's exactly what I'm talking about. I just didn't notice - no, I'm sure that I didn't have that behavior before having made those changes.

So what enables that volumetric lighting thing and where is it configured? (well TBH I don't see anything "volumetric" about it, compared to what you have in CS or CoP)
  21:58:05  5 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/05/2012 22:03:56
Messages: 248
/gamedata/shaders/r2, that cfg txt in there(cannot remember its name now).
you may turn it off by // it in EVERY quality preset stored there..
it may be turned on with shader configurator, but tool is messy, so it is better to operate manually.
it may turn itself when stalker shaders quality level is changed, so it may be reason, why you did not have it earlier(ultra quality turns it on automatically unless you manually edit cfg to not use it with shader quality levels).

one look at shader cfg and you will know all.
  23:34:33  5 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
you're talking about sunshafts, right? I checked turning them off and the effect was gone. Hadn't ever noticed it before although I had always enabled them. But I think it's a misimplementation, however I'm afraid I won't be capable of fixing it. Too bad.

Thanks anyway.
  00:38:06  6 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/06/2012 0:45:28
Messages: 248
yes, right, name's sunshafts there...
BUT, i think that darkening of volumetric shadow may be related to:
a). enb preset used(some option)/fxaa injector + stalker shader,
b). stalker user.ltx( HDR/brightness/contrast) relation.
c). both of above....

i think, that it is possible to set it properly(i mean brighter shadows while being inside of shadowed area, not perfectly, but quite ok, at last), because i remember having it quite bright together with no-too-bright rest of image.
but, since i messed up with whole thing, i lost proper settings...so i turned it off.
it may be fixable with messing up with "scene illumination", since it sets darkest part of image, but i cannot check it now, my DVI-DVI cable JUST broke, ffs(when i just launched stalker, DAMN).

ok, off to laptop and dwarf fortress...until i get dvi cable tomorrow, sigh...
  10:39:29  6 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
It might be possible to set it up properly but somehow I doubt that you'll get it really good, so might be better (IMO) to get rid of that effect at all.

But since I like having sunshafts turned on (yes I might be quite the only one...) I'd prefer to remove that behavior from the shader's code. I'll check that out.

I'm not running enb, and my fxaa injector does nothing more than pure AA (all other options disabled), but I agree that the effect may depend (maybe heavily) on the user.ltx settings.
  13:57:14  6 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/06/2012 13:57:34
Messages: 248
good luck, post solution, if you find one...i'd like to use godrays too..
  23:02:17  9 June 2012
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FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---QUOTATION---
hm all i can see is volumetric lights + shadow diffuse there...
am i missing something?
i know who you are, that's why i am asking question like this.

volumetric lights works weird, i mean volumetrics work EXACTLY opposite of how it should(when we are in shadows, shadowed area should be brighten, that if seen from outside of shadowed area).
i never understood this behaviour in stalker.

it reminds me weird ARMA hdr brightening/eye adaptation, same issue - works OPPOSITE from proper way(whole screen dims when we point to dim areas and brightens when we point to bright areas there).

anyway, this is why i am not using volumetrics in stalker, it is just done wrong way;/
---END QUOTATION---



Would it be possible to invert it somehow?
  14:31:38  10 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/10/2012 19:16:24
Messages: 248

---QUOTATION---
I'd prefer to remove that behavior from the shader's code.
---END QUOTATION---




---QUOTATION---

Would it be possible to invert it somehow?
---END QUOTATION---



hm, i wonder, i just checked(STALKER Shaders MAX 1.05) and i found two files interesting:
accum_sun_far.ps
accum_sun_near.ps
and i assume, some !!SCIENCE!! could do miracles there.
there's nothing related to sun_shafts in other shader files, btw, so i assume, all we need is experiment with proper things there(notice how resulting brightness of shadows/volumetrics is accumulated there and what is affecting overall effect - many variables are cumulating DEPENDENTLY on which quality of shaders is in use, IN GENERAL(notice "if, then"'s)).

my point is, that there's possibility to get very interesting effects, if i am right.
 
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