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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Submit Patch #4745 Softer lightmap filtering in ufo2map
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This issue has been closed with status "Closed" and resolution "Not determined".
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  • Type of issue
    Submit Patch
  • Category
    General
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    Not determined
  • Status
    Closed
  • Priority
    3. Normal
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    Not triaged
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Description
[http://sourceforge.net/p/ufoai/patches/618 Item 618] imported from sourceforge.net tracker on 2013-01-28 20:46:59

To activate, use -soft instead of -extra command line switch.

Also tones down super-bright light sources, like like the Sun.
===== Comments Ported from Sourceforge =====

====== alextishin (2011-06-22 22:38:48) ======


====== tlh2000 (2011-06-23 05:00:00) ======

applied some coding guidelines to the patch
====== tlh2000 (2011-06-23 05:03:13) ======

just updated a patch a little bit and applied some small coding guidelines changes - haven't tried it yet - are there some before/after screenshots?
====== tlh2000 (2011-06-23 05:03:50) ======

also if this patch is applied, should it be the new standard to compile maps?
====== alextishin (2011-06-23 20:01:21) ======

Actually, this patch makes some very subtle changes -- that's why i didn't commit it to master. Also it doesn't work good on every map :(

But sometimes it does wonders, check the following example: http://i54.tinypic.com/121u72f.png
(that's a city_train map)

So i'm not sure, if it should be committed to master or not -- let alone using it as the default setting for the map compiler. Probably, we should hear mappers on this ...
====== tlh2000 (2011-06-23 21:03:15) ======

wow - quite a big difference - do you also have any negative example?
====== tlh2000 (2011-07-19 05:48:50) ======

city_train map
====== tlh2000 (2011-07-30 12:57:17) ======

splitted patch into two - tone down the superbright lights #1
====== tlh2000 (2011-07-30 12:59:04) ======

splitted patch into two - new sampling pattern for smoother lightmaps #2
====== tlh2000 (2011-07-30 13:01:12) ======

i've splitted it into two patches now - should this get applied to master or not?

i'm wondering about this change:
- light = (l->intensity * 0.5 - dist) * dot;
+ light = (l->intensity * (dot2 / l->stopdot) - dist) * dot;
can you explain please?

the tone down of the super-bright lights should be applied in every case, no?
====== alextishin (2011-07-30 13:39:21) ======

Math change is for the seamless blending between central stop and falloff cone for directional lights. Original formula gives a sharp brightness step -- personally, i don't like it.

And yes, I think capping the brightness is absolutely needed -- without it game haves the washed-out look at daytime IMHO.
====== tlh2000 (2011-07-30 15:30:11) ======

Applied to master - thanks
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