Making fog look good in GZDoom.

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The Ultimate DooMer
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Re: Making fog look good in GZDoom.

Post by The Ultimate DooMer »

Here's a demo map with the relevant effect. Grab the torch and light it up, observe the difference between 890 and an earlier version. (it should be the same as the screenshots)
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Graf Zahl
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Re: Making fog look good in GZDoom.

Post by Graf Zahl »

Ok, now I see it (only when shaders for lights are turned off, BTW)

But this is not a side effect of the change to the fog calculations. For some reason the engine thinks that the top side of the water is foggy.
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The Ultimate DooMer
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Re: Making fog look good in GZDoom.

Post by The Ultimate DooMer »

The underside too, if you drop into the water it looks the same. And yet it doesn't seem to do that pre-890. (as in those versions the water looks nothing like other foggy sectors do when I light the torch up in those)

And for some reason I don't have a shaders for lights option, only for texture warp/fog/colormaps/glowing textures.
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Graf Zahl
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Re: Making fog look good in GZDoom.

Post by Graf Zahl »

The underside looked the same for me in older versions.

Concerning the options, that's not surprising if you got an older graphics card. Shaders for lights is only available for DX10/GL3.x compatible hardware.
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The Ultimate DooMer
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Re: Making fog look good in GZDoom.

Post by The Ultimate DooMer »

What does it look like above water with light shaders on? Always foggy (even pre-890)?
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Graf Zahl
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Re: Making fog look good in GZDoom.

Post by Graf Zahl »

Should be correct now. There was a duplicated variable name introduced by my recent fog fixes which picked some information off the model sector when rendering 3D floors even though that was not supposed to happen. And your model sector happened to have fog...


One thing about your light though: It's pure yellow, with the blue channel 0. This means it won't be visible at all on a pure blue surface like the water. If you define lights you should always make sure that none of the 3 color channels is 0. As a rule, the least intensive channel should always be at least 30% of the most intensive to avoid making it look odd on textures with strong primary colors.

Yes, I know the internal light definitions violate this, too, but I haven't made them...
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Re: Making fog look good in GZDoom.

Post by NeuralStunner »

Graf Zahl wrote:If you define lights you should always make sure that none of the 3 color channels is 0.
Noted! :yup:
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