[2.8pre-1244] Fade is applied incorrectly under a 3D floor.

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Expand view Topic review: [2.8pre-1244] Fade is applied incorrectly under a 3D floor.

Re: [2.8pre-1244] Fade is applied incorrectly under a 3D flo

by Ozymandias81 » Wed Apr 01, 2015 9:33 am

Graf Zahl wrote:This is not a bug as such. The rules are rather simple and followed precisely here:

1. The engine cannot easily separate fog above and below a 3D-floor. The problem is not so much the actual rendering of the fog but the boundaries.
2. A sector's fade gets transferred to a blend when used in conjunction with 3D-floors.
3. Mapinfo fog is nothing more than a cheap script surrogate that sets fog for all sectors (or in case of 'outsidefog' all sectors with a sky ceiling or the 'outside' sector type.) After being set, the fog in such a sector is indistinguishable from fog set with Sector_SetFade.

So the result here obviously is that the control sector gets assigned blue fog which then gets transferred to a blend for the 3D floor. It's a classic case of mutually incompatible features.
So this will be very hard to fix on future versions of GZDoom, I think. :-(

Re: [2.8pre-1244] Fade is applied incorrectly under a 3D flo

by Graf Zahl » Wed Apr 01, 2015 8:36 am

This is not a bug as such. The rules are rather simple and followed precisely here:

1. The engine cannot easily separate fog above and below a 3D-floor. The problem is not so much the actual rendering of the fog but the boundaries.
2. A sector's fade gets transferred to a blend when used in conjunction with 3D-floors.
3. Mapinfo fog is nothing more than a cheap script surrogate that sets fog for all sectors (or in case of 'outsidefog' all sectors with a sky ceiling or the 'outside' sector type.) After being set, the fog in such a sector is indistinguishable from fog set with Sector_SetFade.

So the result here obviously is that the control sector gets assigned blue fog which then gets transferred to a blend for the 3D floor. It's a classic case of mutually incompatible features.

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

by Ozymandias81 » Sat Feb 21, 2015 6:14 am

Done. Added "disable light effects" to 3d tagged sector + another sector with "transfer brightness levels" below 3d sector.
Attachments
fog_bug.wad
Oh yes, it's done.
(7.25 KiB) Downloaded 68 times

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

by Enjay » Sat Feb 14, 2015 4:56 pm

Is this what was causing the patchy fog in the tunnel in your Exhumed/Powerslave mod?

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

by MaxED » Sat Feb 14, 2015 2:36 pm

Heh. Yes, now I noticed that it complains about unknown MAPINFO properties, but the effect is definitely there:
Spoiler:

Re: [2.8pre-1190] FogDensity is ignored under 3D floor.

by Graf Zahl » Sat Feb 14, 2015 2:28 pm

ZDoom doesn't even USE these properties! I'll have to check what goes on here...

[2.8pre-1244] Fade is applied incorrectly under a 3D floor.

by MaxED » Sat Feb 14, 2015 1:56 pm

Looks like that Fade property is applied incorrectly when a map has OutsideFog property set and a player is under a 3d floor in a sector with F_SKY as a ceiling texture.
Spoiler: MAPINFO
Spoiler: Example
EDIT: updated title, description, screenshots and example wad.
Attachments
fog_bug.rar
(1.22 KiB) Downloaded 54 times

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