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  12:40:16  25 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
good luck then.
VERY sorry for posting, btw.
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Thanks - and no problem
  01:42:07  25 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/25/2012 1:42:32
Messages: 248
good luck then.
VERY sorry for posting, btw.
  17:58:38  14 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
Ok ok guys, now that everybody loves total commander, let's go back to topic.

It may interest you xoen that me and ket where discussing the sun shaft topic since some while ago, and now we just may have found a cool way to implement much nicer sun shafts (in my opinion) than that code above.

There's nothing to say definitely, but I just wanted you know that it may not be worth anymore spending much more time on analyzing the "old" code that probably won't ever be tweakable in a way to achieve real good looking sun shafts.

More info will follow soon, for now we still have to figure out some vital aspects before being able to show anything definite.
  17:46:58  14 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/14/2012 22:11:03
Messages: 248
get total commander, immediately, Kocayine, you'll love this tool(and it's incredible extending possibilities).
you will never use explorer windows, never ever.
as a matter of fact, good tc pack is able to REPLACE whole explorer shell at this moment.
  17:28:00  14 June 2012
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Kocayine
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On forum: 07/15/2010
Messages: 918
Aw, could've figured the minimalistic look would have meant it was XP. Im on Win7 these days though. Thanks for sharing the theme and such, though! You are a cool guy

Hmm, the total commander comparison thing looks better than Winmerge, tbh. I might go for that!
  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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xoen - what comparing tool is that? and what Windows theme for that matter...
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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.
  15:47:06  14 June 2012
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Kocayine
Senior Resident
 

 
On forum: 07/15/2010
Messages: 918
Sorry for just dropping in like a retard without any useful to say, but xoen - what comparing tool is that? and what Windows theme for that matter...
  15:13:34  14 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/14/2012 15:16:20
Messages: 248
for far shadows, i assume, that you changed line 129(right panel)?

i made this screenshot:
http://www.mm.pl/~xoen/stalkerx.jpg

and notice line 53 on the left(46 on the right).
then notice line 106 on the left(85 on the right).
and line 93 on the right.

i tried to fiddle with line 5(left), but zero difference.
  14:00:40  13 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
06/13/2012 17:02:20
Messages: 1519
In most points I agree with you. However note the following:

1. The reason why midrange/distance shadows fade is that the respective ground areas are illuminated by sunshafts' light (the shafts themselves are not visible but their light is casted onto the ground thus making shadows nearly invisible). I managed to add a simple hack to prevent the entire map from being lit like that, so that distance shadows will be visible again.

2. I have no idea why the light from the sun shafts is visible in distance whilst the shafts themselves are not. If it was a performance consideration or something similar there should be a hint of that in the sunshafts' code but I haven't found it so far.

So if you know which part of the code is responsible for the shafts being only displayed in near range I'd probably be able to tweak that in order to get a far better lighting behavior.

3. Nothing is really volumetric light here, it's just a fake that has nothing to do with the way of rendering sun shafts in CS which are DX10-based volumetric light. The portion of code in the CS shaders turned out to be unused (maybe was early test or something), at least in DX10 mode.

EDIT:
To be more precise, DX9 as used in ShoC does not yet have hardware-supported volumetric light (unlike DX10), however you could implement it software-wise. But those sunshafts we're talking about are not even software-based volumetrics, they are pure fake effects.
  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
when you look through a volumetric ray of light those objects beyond it will appear lighter / brighter
i agree, that's quite obvious.

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than they would when you are close to them.
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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...
 
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