16:07:46 14 June 2012 |
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xoen
Senior Resident
On forum: 06/10/2011
 Message edited by: xoen 06/14/2012 16:53:07
Messages: 248
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---QUOTATION--- xoen - what comparing tool is that? and what Windows theme for that matter... ---END QUOTATION---
this is "compare contents" from total commander(modded powerpack in my case, but function is default one here). i am unable to use Windows without TC anymore.
of course, i joined three screenshots to make one.
theme(winxp ONLY) i am using is heavily modified by me, i do not remember its original name(lightroom 'something'), it was not as space efficient and optimized, as my version, though..also, i made start menu and menu, uh, start nicer, than in orginal theme...i narrowed taskbars, windowbar, and i made some color changes, and other tweaks.
here's what it does look like(i mean my one, not original):
http://www.mm.pl/~xoen/xothemea.jpg
and here's link:
http://www.mm.pl/~xoen/xoxptheme.zip
very space efficient and it is not hogging GUI(as many themes do). i used every method for optimization i could use there.
we all know how HARD is to make dark themes for windows, this is one, that can be used on daily basis(least background-to-font color problems - thing that differs linux dark themes from windows themes/GUI way of handling main font color;/).
upd: ah, shit, i forgot to add font i am using for some skin elements, NINA(it is VERY narrow font that is real space saver, though i am not using it in total commander itself):
http://www.mm.pl/~xoen/nina.jpg
(notice, that font viewer is from total commander too - key F3).
http://www.mm.pl/~xoen/nina.zip
if colors from just applying theme differ from screenshot, here's my exported color profile for js3dcc(color theme editor/loader, tool named "3d color" sometimes):
http://www.mm.pl/~xoen/xodark.zip
color profile can be used standalone, with themes turned off(so everything is used with nonskinned oldstyle GUI).
feel free to mail me, if you encounter any problems, or have questions.
i did care.
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00:45:54 13 June 2012 |
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xoen
Senior Resident
On forum: 06/10/2011
 Message edited by: xoen 06/13/2012 3:11:46
Messages: 248
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when you look through a volumetric ray of light those objects beyond it will appear lighter / brighter
i agree, that's quite obvious.
---QUOTATION---
than they would when you are close to them. ---END QUOTATION---
indeed.
now, sorry for my english below, i was in forest today, sitting for a hour in shadowed area, and i was thinking:
skip volumetrics in case when you are standing in shadows looking on shadowed area: when you are in shadows, nearby shadowed area should be bit lighter for your eyes, than when you are outside of that shadow.
so, what i mean, is, that overdarkening of shadows is the problem, from my point of view, not sunshaft brightness addition to dark area. but BOTH things are happening there at the same time, notice.
that differs from effect on photos you posted(btw, great pics there). shadows are visible on photographs and are not darkened at all.
another thing:
notice again, shadows are visible on photos that you posted, while in stalker, sunshafts=on removes ALL shadows from relatively near distance up to FAR area(tbh shadows are visible just near you).
so, we can see few things when sunshafts are on:
-brightness rises behind sunshaft regardless of area behind, and it is OK, looks neat, etc etc.
-shadowed area outside of sunshaft is darkened(TOO MUCH) when we are in shadowed area,
-shadows are invisible when we are looking far - something related to sunshaft behaviour is waning shadows TO REMOVE DISTANT sunshaft processing, IMHO, as shadows are strictly linked to sunshaft code, or better, lnikage is made to prevent engine from processing up-to-horizon sunshaft rendering what RESULTS in shadows dissapearance.
notice, that stalker sunshafts are rendered in NEAR distance only.
so, i think, that:
a. forcing sunshafts to FAR point will make shadows visible(but it may make FPS drop + weird look in general),
b. changing contrast of shadows in volumetred areas would make em..well, brighter when you are in shadows(and it removes need of doing point a. then), BUT i doubt, that it change FAR visibility of shadows;/
now, i wonder, if it is made on purpose. btw i do not remember, how it is made in clear sky, but i think that sunshafts were not removing shadows in distance AND engine was not processing sunshafts in FAR areas, am i right?
hmmm, maybe it could be good idea to look onto CS shaders regarding that matter?
btw, i just watched your vid again, and, imho, "inshadow darkening" is main problem(as i stated before, generally), can you agree?
for me, far shadow dissapearance is second one(open areas NEED far shadow visibility, imo).
can you post CS shaders pack? i'd like to compare sunshaft sections...
i did care.
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