On the camera

Forum for suggesting changes to Salem.

Re: On the camera

Postby loftar » Sun Sep 30, 2012 4:08 pm

sabinati wrote:e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html

Them are some nice screenshots. I wonder how they're drawing that fog.
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Re: On the camera

Postby ArvinJA » Sun Sep 30, 2012 6:52 pm

sabinati wrote:
loftar wrote: normal distance fog


this does add a nice atmosphere, btw

e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html

wow, that environment looks a lot like what I hoped Salem's environment would look like.
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Re: On the camera

Postby marvi » Sun Sep 30, 2012 7:26 pm

loftar wrote:
sabinati wrote:e: check out what they are doing in sir, you are being hunted: http://pc.gamespy.com/pc/sir-you-are-be ... 515p1.html

Them are some nice screenshots. I wonder how they're drawing that fog.


Originally linked article doesn't mention it, but this one mentions that they use Unity engine, where you can do effects like this without too much effort, it seems. Too bad this engine is proprietary.
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Re: On the camera

Postby MagicManICT » Sun Sep 30, 2012 11:55 pm

Been a long while since I've done any 3D (DirectX), but seems like it's a volumetric fog effect based on distance from center. You can even just do a simple cull based on distance (beyond distance d, nothing gets moved through the pipeline). I read a book many years ago on how to do this, so it shouldn't be too hard to find something. I've probably got an OpenGL book around here I haven't really gone through that tells how (probably 1.1 or 1.2, though.... published early 2000s).
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Re: On the camera

Postby loftar » Mon Oct 01, 2012 5:18 am

MagicManICT wrote:Been a long while since I've done any 3D (DirectX), but seems like it's a volumetric fog effect based on distance from center.

Nah, that would be what I did there in the pictures that I posted in response to Potjeh on the first page. They are clearly using some model that makes the fog "stick to the ground". It's not like I don't have any ideas of how something like that could be done, but I'm nonetheless wondering how they're doing it, concretely. :)
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Re: On the camera

Postby Slayblaze » Mon Oct 01, 2012 8:34 am

I have an idea, how about something more similar to a "fog of war" system as has been used in many RTS's over the years? Even going back as far as the C&C series and Starcraft and Warcraft games where areas which are farther from the player are blackened out somewhat but the basic structure of the hidden areas can still be barely seen, cloaked in darkness. In Salem, perhaps the area outside of that 40 yard range (or whatever) could be inside that fog of war instead of actual fog. You would be able to barely see major things such as terrain height and foliage, but everything else wouldn't be drawn to the screen until you get within range. Instead of suddenly "popping into view" as in the current freecam modes in the custom clients, they would slowly be revealed as the areas light up when they come into viewable range. A good example of what I mean is how it's done in Warcraft 3 or Dawn of War... both older games but they share a similar level of graphics with Salem when it comes to textures, geometry, level of detail, and animation.

Coupled with a freecam option, this should solve that issue of trees and landscape suddenly popping into existence, instead they would slowly become more and more brightly lit until fully visible. I also think it would fit the mood of Salem better than the idea of what was suggested as fogging everything using an actual fog effect - although that might work well in areas like swampland.

I understand the problems that having a freecam option entails with the issue of draw distance, and the need for a skybox texture set, but other less graphically intensive games have succeeded in the past, albeit with smaller maps.
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Re: On the camera

Postby Procne » Mon Oct 01, 2012 2:43 pm

loftar wrote:
MagicManICT wrote:Been a long while since I've done any 3D (DirectX), but seems like it's a volumetric fog effect based on distance from center.

Nah, that would be what I did there in the pictures that I posted in response to Potjeh on the first page. They are clearly using some model that makes the fog "stick to the ground". It's not like I don't have any ideas of how something like that could be done, but I'm nonetheless wondering how they're doing it, concretely. :)


Wouldn't it be enough to use depth buffer to calculate distance in xy plane and apply fog as postprocessing based on this distance (instead of normal distance) only? Alternatively, after drawing frame, apply another transformation matrix to whole scene which nullifies z coordinate and then use depth buffer. If I'm correct then transformation should be applied by GPU, instead of CPU (which should be much faster) and it would effectively remove z coordinate from calculations. Hmm would scene need to be redrawn for depth buffer to be refreshed?

Dunno, just some wild guesses
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Re: On the camera

Postby Makestro » Mon Nov 05, 2012 10:37 pm

you need to just add a free cam option honestly.
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Re: On the camera

Postby loftar » Tue Nov 06, 2012 12:05 am

Makestro wrote:you need to just add a free cam option honestly.

Yes, because assertion makes it so in spite of the points I laid out. :)
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Re: On the camera

Postby Jalpha » Tue Nov 06, 2012 1:49 am

I like the idea of fog, however is it the only option?

Although it would probably be harder to work in, adding curvature to the map and having distant objects sort of grow before you instead of just appearing might work. Not sure how it would look with such a small view radius though, and a sky would need to be added.

First person mode would be great for making mechanime, and recording notable events, especially with emote animations.
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