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Posted
3 hours ago, snatcher said:

@Taffingtaffer, @Baal, @Daft Mugi, @Frost_Salamander, @thebigh, @JackFarmer, @kingsal, @datiswous

What do you think?

I don't fully understand this change but I am sure there are good reasons behind it it and that the math checks. I am just trying to stay positive.

 

I had a quick play around with my mission DeLisle, which is designed to have slightly darker ambient than most missions,  and with more little subtle point lights here and there to break up the darkness. I found 2.13b1 with gamma=1 to be overall darker than 2.12, g=1.2. I bumped it up to 1.1, and found the brightness was then pretty similar but the contrast was slightly more washed out. The little eerie candle flames, which were supposed to add distinct blues and greens to the scene, have faded towards sepia and the pitch black areas have become noticeably grey. This isn't at all what I was going for. It slightly detracts from the mood of the level.

My missions:      Stand-alone                                                  Duncan Lynch series           Collabs                             

                                 Down and Out on Newford Road          the Factory Heist                  A Collector's Errand (with Bikerdude)

                           The Wizard's Treasure                          A House Call

                                                                                           The House of deLisle                                                                                                  

                              

Posted (edited)

Yeah, the imperfect but reasonable gamma counterbalance is somewhere between 1 and 1.1. Thanks for the feedback, thebigh.

One benefit of this change is that brightness can now be increased and whites stay in check.

2.12; gamma 1.2; brightness 2

brightness212.jpg

2.13b1; gamma 1.2; brightness 2

Brightness213.jpg

It is worth noting that in 2.12 the brightness slider goes from 0.5 to 2 and in 2.13b1 brightness goes from 0.5 to 3 therefore I don't know if my comparison is fair.

Once again, I am just trying to be constructive before this goes to the bin.

Edited by snatcher
  • Like 1

TDM_Modpack_Thumb_51.png.748522d7ee2ef4ae4c47f52887da2c66.png

  • 2 months later...
Posted
On 1/17/2025 at 11:43 PM, stgatilov said:

I'll simply revert the defaults (except for r_tonemapOnlyGame3d maybe) and consider this new code as "delete whenever you want".
If the common opinion is that it looks worse, and mappers don't want their levels to look like this, then there is no point in wasting time and attention on it (I mean maintaining, testing missions against it, etc.).

Here: https://wiki.thedarkmod.com/index.php?title=What's_new_in_TDM_2.13#Graphics

it says tonemapping is altered

Quote

Tonemapping has been altered to improve appearance of overly bright colors. Such colors are no longer clamped at value = 1 and they desaturate at high brightness. Finally, brightness slider should be much more useful now ( post ).

So you didn't revert the defaults?

  • Like 1
  • 5 months later...
  • 2 weeks later...
Posted
On 1/2/2025 at 8:24 PM, Taffingtaffer said:

So the latest dev build enables this by default... I'm not sure if that means the implementation is considered done, but I don't see the improvement; there's an overall grey fog over the image, dark is less dark and colors are less rich. First screenie is on, second is off.
 

scrooge (2025-01-02 20-00-20) (398.81 -282.06 105.25).jpg

scrooge (2025-01-02 20-00-44) (398.81 -282.06 105.25).jpg

Did you turn 64bit color on when you took those screenshots?

It's only a model...

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