Jump to content
The Dark Mod Forums

Recommended Posts

Posted

Hello!

I'm working on a fog heavy map and have encountered a problem regarding visportals. If I look straight into the visportal and back away, as the fog gets thicker the portal closes as the fog engulfs it, ie the fog gets so dense that the engine deems it to thick to be seen through. This sounds like a good thing, but the thing is, even if the fog is so dense, some stuff will still be visible through the portal, like light cones and hazy effects. But the engine lets the fog thickness take precedense and closes the portal anyway and this abrupt closure of the portal makes a jarring cut between a dark area and pop up of haze and stuff. I have tried func_portal on the visportal to try to override the standard range but it doesn't work.

 

Any idea folks?

  • Like 2
Posted

No, that only affects the skybox so it doesn't get fogged. The portal still closes as I move backwards...

If there was a way to force the portals to stay open, then I could close areas the player has left with switches and func_portal-entities.

Posted

Hmm, the only other thing I can think of is creating an invisible entity within the region you want lights (etc) to be seen and using def_attach to connect it to the affected lights and emitters so the portal calculation thinks the entity is closer to you?

@Dragofer @duzenko  perhaps we need a new noFogBoundary flag option?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

One way to make stuff to been seen through caulk/portals is to combine them with other func_statics. Like combining a rock-func_static on the ground in one visleaf with a huge tower in the background (within another visleaf) and if you can see the rock, the engine will render the tower as well. But that is func_statics. Is the method you're suggesting something along these lines?

 

Posted
23 minutes ago, DeTeEff said:

One way to make stuff to been seen through caulk/portals is to combine them with other func_statics. Like combining a rock-func_static on the ground in one visleaf with a huge tower in the background (within another visleaf) and if you can see the rock, the engine will render the tower as well. But that is func_statics. Is the method you're suggesting something along these lines?

 

Yes, that is the proposal. I believe this technique should work for other entity types too. Only brushes would be immune to this method AFAIK.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

Okay. I have created some caulk boxes, one in each leaf, turned them into one func_static and tried to def_attach that to the light or vice versa but I get an error; "Couldn't spawn '' to attach to entity 'func_static_621'" Should I use "name_attach" instead? It doesn't show any icon in the entity inspector so it doesn't seem to work.

 

 

Posted
10 hours ago, nbohr1more said:

Yeah, name_attach sounds like the way to go.

If it doesn't work, please attach a test map so we can evaluate :)

I'm sorry I'm not getting it. This def/name_attach is nothing I'm good at. I only use it to attach some random pouch to some guard and thats stuff that is defined and tweaked to fit the belt for example. The light in my misison that misbehaves is a spotlight in the sky. I don't get how I could attach this to some func_static?

I could just use the old method of patches and tubeformed moon rays, but that would defeat the purpose of these volumetrick cones.

Posted

bf(2023-03-3010-27-06)(644.87-1337_2514.42).thumb.jpg.14180dddddf52a74e3cb92669df10489.jpgbf(2023-03-3010-27-04)(644.87-1337_2514.42).thumb.jpg.1d1c3f57909c6852c3c5e5f21e6ba9ef.jpgbf(2023-03-3010-27-03)(644.87-1337_2514.42).thumb.jpg.f01b13d3c270cd6ca4e7e1a42a445ad3.jpg

 

Three more pictues that show how the portals opens at angles (when you turn 45%) and the fog boundary (that grey field on the floor) hits the portal.

Posted

For the record, it seems that ordinary omnidirectional lights (with volumetric 1) doesn't get shut off by a fogclosing visportal...bf(2023-03-3013-02-13)(3582.442837_8963.5).thumb.jpg.e53b7808b5b80de0bb0eb3c9bc1024a8.jpg

So perhaps I can get around this "bug" by replacing the projected light to a omnidirectional one...

  • Like 1
Posted

Thank you for the details and test map!

I will try to get testing done tonight but I see that our engine still has support for the "noportalfog" global material keyword.

There may already be a noportalfog light material in our repo that we can test ( converted from Doom 3 ).

Too bad it's not an entity spawnarg but I think I can add that too.

 

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

I confirmed that the noPortalFog material flag fixes this behavior:

Modified delta1_fog material def:

// legacy fog material
fogs/delta1_fog
{
    fogLight
    noShadows
    noPortalFog // prevents fog distance from closing portals
    {
        map        _fog
        alpha    0.5
        colored
    }
}

I'll look into added an entity flag because that's way more convenient than using override materials.

  • Like 1
  • Thanks 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted (edited)

Lovely :) I can see stgatilov rushing to this, hammering away with his magic 😍

How will this be implemented? A switch/spawnarg on the foglight itself that prohibit the fog from closing portals, or will it be possible to put it on a func_portal to prevent just that visportal to close. The fogclosing is nice in itself and absolutely not a useless feature. It's only bad when the portal closes and make things inside popping in and out of view.

Edited by DeTeEff
  • Like 1
Posted

Just add the spawnargs “noPortslFog” “1” to any foglight entity.

I can only build Linux binaries so perhaps @AluminumHaste can get you a Windows build if you want to check it out before the next dev build release.

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted
2 hours ago, DeTeEff said:

Lovely :) I can see stgatilov rushing to this, hammering away with his magic 😍

How will this be implemented? A switch/spawnarg on the foglight itself that prohibit the fog from closing portals, or will it be possible to put it on a func_portal to prevent just that visportal to close. The fogclosing is nice in itself and absolutely not a useless feature. It's only bad when the portal closes and make things inside popping in and out of view.

https://drive.google.com/file/d/1BgDrQSpSvcv4E6ENQ_l4dGlGqIBhIgV6/view?usp=sharing

  • Like 1

I always assumed I'd taste like boot leather.

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • jivo

      In case you missed it, I updated the Visible Player Hands mod to version 2.0. It now works while a weapon is selected and has a Linux version too.
      Check it out if you're interested: Visible Player Hands 2.0
      · 0 replies
    • thebigh

      Starting a playthrough of the whole Dark Mod, from oldest mission to newest. I've knocked over the first few already and about to start Living Expenses. Only ~170 missions to go!
      · 12 replies
    • Ansome

      I'm back! Happy new years, TDM folks!
      I brought with me a quick update for my first FM that fixes up a lot of small issues that didn't get caught in beta testing. I didn't exactly expect it to take me nearly 9 months to release a patch, but it's been a wild year to say the least. Teaching, finishing up my Master's of Education, and all manner of other events forced me to drop out of the anniversary FM contest and ate up all my time, but I'm back again in a comfortable position to start catching up on all the new FMs. I may even start work on another spooky project of greater length and difficulty in the coming year.
      Thanks again for the warm welcome to the community and have a happy new year!
      · 3 replies
    • JackFarmer

      I got myself the apple tv trial subscription. I have to say, “Foundation” (season 1) is very exciting. Shall I read the books as well?
      · 2 replies
    • datiswous

      One more like..
       

      · 3 replies
×
×
  • Create New...