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#1 Luna

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Posted Feb 23 2006 - 05:21 AM

I've been experimenting with altering sub-images to try and get a fog effect and have put together a simple demonstration of what I've come up with - it's just a basic oval (nothing more than a glorified 'mytrack') but it's only meant to show the fog, it's not for racing on - i.e no AI, OK?  If you're interested you can download it here:

fog_demo.zip

Note the trees are borrowed from Jim Pearson's Isle of Man circuit (and then I fogged them up) so thanks Jim  

Considering it's another one of those hex-editing jobs I didn't bother to really perfect it at this stage so I think there's a lot more that can be done, maybe not just fog/mist.

The method is a simple cut-and-paste one, whereby I created all the sub-images seperately in PSP, converted to mips and then cut the BMAP section and pasted it into the relevant BMAP part of the 'main' mip. I think being able to control a mip's sub-images has some possibilities but it's a bit of a pain doing it all in a hex editor...So what I could really do with is for some clever chap to write a program that could maybe automate the process, something like loading e.g asphalt_sub1, asphalt_sub2, etc and then saving as asphalt.mip with all the chosen sub-images. Is this possible? I wish I could do it myself but my programming skills never developed any further than ZX Basic... :rainbow:

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#2 FloP

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Posted Feb 23 2006 - 09:02 AM

Very good idea! Why should GPL need DX heat haze effects if you can do it so easily this way?

Wanna be the next track editing guru, eh? ;)

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#3 yDNA

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Posted Feb 23 2006 - 09:59 AM

It's a good idea if you want my comment, images are really realistic.  :thumbup:

#4 Ginetto

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Posted Feb 23 2006 - 02:01 PM

:idea2:  Brilliant Luna! :rockon:
Surely is possible to automate that kind of process,
but where's the geek ?!? :P
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#5 dangermouse

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Posted Feb 23 2006 - 06:13 PM

WOW!! Fantastic effect!! This and sounds added on to tracks makes me think...... :lol:

Thanks for sharing and looking forward to what you manage to do with it. :thumbup:
(I do think all British tracks could benefit from this fog. :rofl: )



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#6 Luna

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Posted Feb 23 2006 - 07:44 PM

... and now read the down-side at the thread at RSC: http://forum.rscnet....441#post2906441

I'd be interested to know how this fog worked for all of you on your various PCs, maybe a screenshot to compare the result. :)


BTW -  :idea2:  :rainbow:  :rockon:  :eek:  :woot:  :lol: .... we could do with some smilies like these at the Repository!!

#7 Fast Tommi

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Posted Feb 23 2006 - 10:50 PM

Very cool luna  :thumbup:  :thumbup:  :thumbup:


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#8 dangermouse

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Posted Feb 24 2006 - 04:20 AM

I have an nVidea Ultra5600 256Mb. I use it without any anisotropic or antialiasing  setting on the card and use d3d

Here is my core.ini
[ Direct3D7 ]
D3DDevice = 0
TossHighestMip = 0
DoubleMirrorResWidth = 1
DoubleMirrorResHeight = 1
DirectMirrorRendering = 1
DisableZBuffer = 1
AlphaThreshold = 1
TransparentMipsDrawOrder = 1
TrilinearFiltering = 1
AnisotropicFiltering = 4
LODBias = -25



:wave:

Attached Files

  • Attached File  fog1.jpg   228.8K   147 downloads
  • Attached File  fog2.jpg   217.1K   149 downloads
  • Attached File  fog3.jpg   298.3K   145 downloads
  • Attached File  fog4.jpg   324.52K   181 downloads

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#9 pirenzo

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Posted Feb 24 2006 - 05:52 AM

Surely detail bias affects this?  i.e. at 100% the top mip is shown most of the time and so there is no fog?
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#10 FourWheelDrift

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Posted Feb 24 2006 - 07:07 AM

Very nice looking, just like Silverstone on a summers day :D (looked just like DM's above) but I'll post a screenshot later and give my GPU specs.
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#11 Alan Davies

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Posted Feb 24 2006 - 08:17 AM

This is great Luna  :clap2:

Just tried it on my 2800 Athlon XP with NVIDIA Ge Force MX 128MB and it looks exactly as shown in your shots.
This is exactly what your track Cerne's Wood needs to complete the winter feel.
(Great track by the way  :thumbup: ).

#12 yDNA

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Posted Feb 24 2006 - 09:20 AM

I tested the track on my machine Luna.
I've an ATi 9600XT on board, launched GPL with 4x FSAA and 4x anisotropic filtering: it's like the images you showed in the first post.

About your request, tell me if I'm wrong: would you like a program to create a unique mip file with sub-images taken from other sparses mip files (of the same object, but with different fogging appearance)?

EDIT:
Forgot to point out. I noticed in one type of tree fog degrades more slowly in comparison with other trees. This makes a strange effect (only when object is near to the camera) of a tree fogged between others not equally fogged (see the red arrow).

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Edited by yDNA, Feb 24 2006 - 09:37 AM.


#13 S.Beuchert

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Posted Feb 24 2006 - 10:43 AM

Some shots from my system

Graphic : MSI NX7800GT

with

D3D
Detail slider on full





Attached File  PapyrusGCS_000001.jpg   386.51K   119 downloadsAttached File  PapyrusGCS_000002.jpg   357.92K   98 downloadsAttached File  PapyrusGCS_000004.jpg   420.54K   109 downloadsent]Attached File  PapyrusGCS_000006.jpg   531.71K   103 downloadsAttached File  PapyrusGCS_000007.jpg   516.57K   93 downloads
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#14 dangermouse

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Posted Feb 24 2006 - 11:44 AM

pirenzo, on Feb 24 2006, 12:01 PM, said:

Surely detail bias affects this?  i.e. at 100% the top mip is shown most of the time and so there is no fog?

<{POST_SNAPBACK}>


Those screenshots were taken with:
[ Graphic Options ]
detailBias = 74                        ; Distance at which the game draws in high detail
mirrorDetailLevel = 2                  ; Relative mirror detail level
tracksideOption = 2                    ; Relative number of trackside objects



but this one with:
[ Graphic Options ]
detailBias = 100                        ; Distance at which the game draws in high detail
mirrorDetailLevel = 2                  ; Relative mirror detail level
tracksideOption = 2                    ; Relative number of trackside objects


Attached File  fog5.jpg   319.25K   139 downloads



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#15 Luna

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Posted Feb 24 2006 - 12:30 PM

Thanks everyone for your feedback  :thumbup: This is quite encouraging as it seems everyone is getting some fog, even though it varies slightly  :) The screenshots I posted were with the detail bias at 99%; the best way to clear the fog is to decrease the LOD bias in the core.ini to something like -200.... (if your settings reduce the density of the fog then just call it mist  :lol: )

yDNA, on Feb 24 2006, 03:29 PM, said:

Forgot to point out. I noticed in one type of tree fog degrades more slowly in comparison with other trees. This makes a strange effect (only when object is near to the camera) of a tree fogged between others not equally fogged (see the red arrow).

<{POST_SNAPBACK}>

Yes, it's far from perfect at this stage. I'd need to spend more time on it to get a more consistent fog.

yDNA, on Feb 24 2006, 03:29 PM, said:

About your request, tell me if I'm wrong: would you like a program to create a unique mip file with sub-images taken from other sparses mip files (of the same object, but with different fogging appearance)?

<{POST_SNAPBACK}>

Something along those lines. Ideally I'd like something which could create all the sub-images from individual bmps, rather than just 'resized' versions of the the original bmp.




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