[Fixed] Fog flaw

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Fog flaw

Postby Hirogen2 » Tue Aug 05, 2003 9:45 am

When playing Hexen once again [in some years heh], I noticed that the
environmental fog is not applied to sprites (i.e. the map "Darkmere").
I do not consider this a bug but rather "something missing".
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Postby Xaser » Tue Aug 05, 2003 10:12 am

Yeah, I noticed this, too. It seems a little strange that all the baddies seem to stand out in the fog. Even the fog itself seems kinda strange to me, but that's just because I'm not used to it. Then again, I kinda did get used to it whenever I was stuck in Darkmere for a long time trying to find the darn switch to lower the drawbridge Oh, well...
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Postby Cyb » Tue Aug 05, 2003 10:31 am

what map is darkmere? I'm not familiar with the hexen maps
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Postby HotWax » Tue Aug 05, 2003 11:01 am

The fog works as it should for me. That is to say, normal (non-bright) sprites are affected by the fog. Sprites with the full-bright flag (like the flaming bat-creatures... whatever they're called) are NOT affected by fog. If they were, they wouldn't be fullbright anymore, and it would look bad.

Cyb wrote:what map is darkmere? I'm not familiar with the hexen maps


MAP08
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Postby Graf Zahl » Tue Aug 05, 2003 3:54 pm

HotWax wrote:If they were, they wouldn't be fullbright anymore, and it would look bad.


Hexen switches the fullbright option completely off when a map doesn't use the standard colormap:

Code: Select allExpand view
   if(i == W_GetNumForName("COLORMAP"))
   {
      LevelUseFullBright = true;
   }
   else
   { // Probably fog ... don't use fullbright sprites
      LevelUseFullBright = false;
   }
 
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Postby Cyb » Tue Aug 05, 2003 5:42 pm

looks fine to me:

Image
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Postby HotWax » Tue Aug 05, 2003 5:43 pm

Cyb wrote:looks fine to me


You didn't get any fullbright sprites in that shot. :)
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Postby Cyb » Tue Aug 05, 2003 5:52 pm

HotWax wrote:
You didn't get any fullbright sprites in that shot. :)


hehe, okay, hows this:

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Postby Hirogen2 » Wed Aug 06, 2003 2:09 am

HUH?? Your mulautor sprites are not?
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Postby HotWax » Wed Aug 06, 2003 9:15 am

Hirogen2 wrote:HUH?? Your mulautor sprites are not?


Yeah, looking at that screenshot, I was definately backwards. :) Come to think of it, someone made a post on the old boards complaining that if they adjusted the fade even by a tiny bit all of the fullbright sprites no longer worked. Randy pointed out that this was normal behavior because full-bright sprites in fog look horrid, as one can clearly see.

I get the same behavior as the above shot with 47i.
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Postby Cyb » Wed Aug 06, 2003 9:47 am

oh, whoops, heh, well, rest assured it'll be fixed in 48 then :P
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Postby Hirogen2 » Thu Aug 07, 2003 5:17 am

On the other hand, bright (lit) sprites must outstand the fog a bit. With an 8-bit palette, this is hardly to accomplish.
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Postby Graf Zahl » Thu Aug 07, 2003 7:30 am

Hirogen2 wrote:On the other hand, bright (lit) sprites must outstand the fog a bit. With an 8-bit palette, this is hardly to accomplish.


The way Doom handles lighting it's impossible because the fog is only an abuse of the lighting method. There is no real lighting in fogged maps so I'd say it's impossible without designing a new lighting algorithm (of course an 8-bit palette is also severely limiting)
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Postby randi » Thu Aug 28, 2003 8:00 pm

Fixed for 2.0.48/2.1.0.
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Postby Chris » Thu Aug 28, 2003 8:22 pm

Umm.. fixed? Forgive my ignorance, but how? Obviously, in maps like Darkmere, and other "fogged" areas, you don't want fullbright sprites lit, but in maps where the fadecolor was off just a little bit(to give, say, a slightly brown-tinged fade effect, which I think what LWM was trying to do some time back), you want them lit still. Maybe adding another parameter to Sector_SetFog, or whatever, to indate whether or not to fade fullbright sprites..
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