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Detailmaps dont fade out #136757
06/16/07 22:35
06/16/07 22:35
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
Hi,

I use (as described in the manual) a detailmap for my terrain. Though it works for some reason it doesnt fade out at distance.
screenshot of the problem:


is there any setting or line of code i can use to adjust it? and if there is, where can i find it?

thanks in advance for any hint and advice

cheers and have a nice one


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Detailmaps dont fade out [Re: Blattsalat] #136758
06/17/07 12:04
06/17/07 12:04
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
Serious User

Joined: Jan 2007
Posts: 1,619
Germany
nope it isn't, but you could write a shader what can do such a thing...then you have to pass the camera position to the shader and then calculate the distance between this 2 positions(camera/pixelpos) and from this distance you can get the strength the detail map texture will be multiplicated with the terrain texture

Last edited by Scorpion; 06/17/07 12:08.
Re: Detailmaps dont fade out [Re: Scorpion] #136759
06/17/07 20:43
06/17/07 20:43
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
first of all thanks for posting.

i just wonder where is the sense of a detailmap if i cant fade it out by default?
Also have i seen other games using 3dgs detailmap levels where they work proper. So i assume its my fault here but i cant find the reason why.
It cant be the map (the one from the templates), it cant be the procedure (adding second skin aso) and i have not changed anything from the standard code that could cause this.
plus its tested on 2 different systems with the same result.

so my conclusion is that i must have some wrong default settings in the standard code? though i cant find any hint in the manual or forum about it.


maybe someone has experienced the same or knows anything that might help

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Detailmaps dont fade out [Re: Blattsalat] #136760
06/18/07 02:49
06/18/07 02:49
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
...did those examples use Fog?


xXxGuitar511
- Programmer
Re: Detailmaps dont fade out [Re: xXxGuitar511] #136761
06/18/07 06:10
06/18/07 06:10
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
no. there is nothing added. even a empty level with only the terrain leads to the same results.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Detailmaps dont fade out [Re: Blattsalat] #136762
06/19/07 08:41
06/19/07 08:41
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
i think adding mipmaps helps? MED->Skin Editor or whatever->Add Mipmaps.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Detailmaps dont fade out [Re: JibbSmart] #136763
06/19/07 15:17
06/19/07 15:17
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
thanks for the hint
but didnt help neither. with or without them the result is the same.

cheers


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Detailmaps dont fade out [Re: Blattsalat] #136764
06/20/07 00:30
06/20/07 00:30
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
it was just a guess sorry i haven't used detail maps since... 2005 or something...

a gave the manual a look and couldn't find anything of use. you probably already tried that anyway

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: Detailmaps dont fade out [Re: JibbSmart] #136765
06/20/07 00:38
06/20/07 00:38
Joined: Jul 2002
Posts: 5,181
Austria
Blattsalat Offline OP
Senior Expert
Blattsalat  Offline OP
Senior Expert

Joined: Jul 2002
Posts: 5,181
Austria
i am grateful for any hint. sometimes its hard to see the forrest because of all the trees infront of you.

i tried everything and i feel a little bit stuck in a box, so there is nothing better then an independent view from outside to find the reason.

thanks for all posts so far
cheers and have a nice one


Models, Textures and Levels at:
http://www.blattsalat.com/
portfolio:
http://showcase.blattsalat.com/
Re: Detailmaps dont fade out [Re: Blattsalat] #136766
06/20/07 03:58
06/20/07 03:58
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Ran Man Offline
Expert
Ran Man  Offline
Expert

Joined: Jun 2002
Posts: 3,682
Coppell, Texas
If not using fog, then mips should work, but it is a little tricky.

First of all, mips can be adjusted by either

mip_flat or mip_shaded variables.

I think it goes from 1 - 10 and when you do this, then you will notice that up close the terrain looks clear, but at a distance it gets blurry.

Also, if everything looks too clear at a distance, then the frame rate can drop.

But, I think these types of adjustments also depends on the size of the terrain too in WED. It seems easier to make a small terrain clear, than a large terrain does.

Also, terrain skin size is a factor.

Last edited by Ran Man; 06/20/07 04:00.

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