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Need moonbeams but not working


Fidcal

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if the default value of shaderparm7 is null if not set by mapper, then doesn't that mean that

red = 0.05 * (parm7 + 1 - (parm7 || 0)

would still return some unpredictable value? 0.05 * (null + 1 - 0) = ??

I had assumed it would work like that, but there seems to be some logic that makes unspecified to 0, as is the case with arithmetic operations, I remember some of the stuff simply didnt work if the value was not specified, it was not defaulted to 0 as you would think, given you can add to them and such. I think it was with conditional stages or shader program stages.

 

For example in Heart of Salvation, previous to similar fixes being applied to water materials, some people had water in the sewer which looked like it was flowing a 95843m/s and others had water that was flowing at the correct rate, at the end of the day it's unknown as to why sometimes these values are evaluated correctly and other times result in a huge mess.

 

Also I assumed that shaderparm7 was used to brighten the result, not make it darker. where the defaults are .08 .08 .12 for moon_light_rays, that seems a bit dark already. To alleviate the null value problem and allow mappers to brighten beams instead of darken them, would this make more sense?

Yeah, that would work, but you'd only need to specify the first part. The problem however is that the change was used to get all of the values to work correctly in accordance to the previously released maps, so the multiplication needed to stay. The other thing is that while we have conditional stages, there is no 'else' conditional. While you can then test for something like (if shaderparm7 > 0.1) {}; (if shaderparm7 < 0.1) {} or whatever, but at the time I seem to remember that this messy chaining had other problems.

 

It pretty much rolls down to trying to match the initial effect correctly, without changing the expected behavior.

 

As I said, I'll look into it, I'm off to add a ticket now :)

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The problem however is that the change was used to get all of the values to work correctly in accordance to the previously released maps, so the multiplication needed to stay.

 

hadn't thought of that. guess i'll bite the bullet and try to get the colored version to work instead, or customize a new material shader if necessary.

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