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Pink Water

Started by Paeng, May 16, 2017, 05:46:55 AM

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RedKetchup

Quote from: Discrepancy on May 20, 2017, 06:06:51 AM
this latest test,

looks okay close up, but heavy 'moire' (you can see the circle patterns')
from a far it gets pinker.

so we cant get close. the difference with my inversed and yours : i have same size as the canal : 4x4 . your inversed seamless sky is 12x12  so lot bigger to maybe catch the view angles.

i think the last test will be at +0,05 ontop of the water (water at -0,76 and sky at -0,71) .... but alot much larger like (6x6 ? 8x8 ?) they will get ontop each other for sure :(
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Bartender

Quote from: Discrepancy on May 20, 2017, 05:55:28 AM
@Bartender  @RedKetchup , my ghost sky works:

it is a 12x12 plane, with the face inverted, so from above we are looking from behind it.
It is a seamless sky texture. the plane sits -.01 below ground

This is great news! Perhaps adding a ghost sky is the easiest solution then, that way people with AMD cards can make it work, but we don't have to compromise on quality for people with other cards.

RedKetchup

Quote from: Bartender on May 20, 2017, 06:16:46 AM
Quote from: Discrepancy on May 20, 2017, 05:55:28 AM
@Bartender  @RedKetchup , my ghost sky works:

it is a 12x12 plane, with the face inverted, so from above we are looking from behind it.
It is a seamless sky texture. the plane sits -.01 below ground

This is great news! Perhaps adding a ghost sky is the easiest solution then, that way people with AMD cards can make it work, but we don't have to compromise on quality for people with other cards.

yes there is : extra big shadows that is darkening alot the water and lower parts. specially the water is alot more darker to compare the rivers and lakes.
it is not really the optimum fix we would search. maybe Luke can answer that ? if you cant @Bartender  find something better with the code ?
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Discrepancy

Quote from: RedKetchup on May 20, 2017, 06:24:01 AM
yes there is : extra big shadows that is darkening alot the water and lower parts. specially the water is alot more darker to compare the rivers and lakes.
it is not really the optimum fix we would search.

you are right.

the ghost sky shades the water too much.... back to the drawing board!

(reply #60)

Bartender

You can disable the shadow by making a simple change in the material rsc file . In the rsDepth, you go to the Depth _depth part and set bool _enable = false.

I'll still make some tests with code changes, I just need to find the time ;).

Discrepancy

Quote from: Bartender on May 20, 2017, 06:41:33 AM
You can disable the shadow by making a simple change in the material rsc file . In the rsDepth, you go to the Depth _depth part and set bool _enable = false.

I'll still make some tests with code changes, I just need to find the time ;).

I couldn't get that to work. it still showed the same. but maybe I did something wrong.  A break for now... 2.5 hours and nothing achieved.

RedKetchup

Quote from: Discrepancy on May 20, 2017, 06:54:09 AM
Quote from: Bartender on May 20, 2017, 06:41:33 AM
You can disable the shadow by making a simple change in the material rsc file . In the rsDepth, you go to the Depth _depth part and set bool _enable = false.

I'll still make some tests with code changes, I just need to find the time ;).

I couldn't get that to work. it still showed the same. but maybe I did something wrong.  A break for now... 2.5 hours and nothing achieved.

i really THANKS YOU @Discrepancy  !!! without you i cannot test anything :( we are like a blind mind in a unknown maze.

for sure this is not a viable option.
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calli74

Thank you @RedKetchup and @Discrepancy for all this work and testing you are doing, hopefully it'll lead to a breakthrough, those canals are so beautiful that I'm sad my naughty card doesn't display them properly.

Discrepancy

Quote from: calli74 on May 20, 2017, 07:36:14 AM
... I'm sad my naughty card doesn't display them properly.

me too.

I wish I'd spent a bit more and bought different.

Bartender

#69
Quote from: Discrepancy on May 20, 2017, 06:54:09 AM
Quote from: Bartender on May 20, 2017, 06:41:33 AM
You can disable the shadow by making a simple change in the material rsc file . In the rsDepth, you go to the Depth _depth part and set bool _enable = false.

I'll still make some tests with code changes, I just need to find the time ;).

I couldn't get that to work. it still showed the same. but maybe I did something wrong.  A break for now... 2.5 hours and nothing achieved.
Hmm, what material are you using? I just tried it with an adaptation of the OpaqueMaterial, and that works for me. here's what it looks like:

Material resource
{
MaterialType _type = Opaque;
VideoProgram _passes
[
"normal"
"depth"
"reflect"
]
}

VideoProgram normal
{
VertexLayout _vertexLayout = "MeshLayout\ModelLayout.rsc";
VertexProgram _vertexProgram = "OpaqueMaterial.srsl:Normal_vs";
PixelProgram _pixelProgram = "OpaqueMaterial.srsl:Normal_ps";
RenderState _renderState = "rs";
}

VideoProgram depth
{
VertexLayout _vertexLayout = "MeshLayout\ModelDepthLayout.rsc";
VertexProgram _vertexProgram = "OpaqueMaterial.srsl:Depth_vs";
PixelProgram _pixelProgram = "OpaqueMaterial.srsl:Depth_ps";
RenderState _renderState = "rsDepth";
}

VideoProgram reflect : "normal"
{
RenderState _renderState = "rsRef";
}

RenderState rs
{
AlphaBlend _alphaBlend
{
bool _enable = false;
Blend _source = One;
Blend _dest = Zero;
BlendOp _op = Add;
ColorWrite _writeMask = Red | Green | Blue | Alpha;
}
Depth _depth
{
bool _enable = false;
bool _write = true;
Compare _compare = LessEqual;
float _bias = 0.000000;
float _slopeBias = 0.000000;
}
Stencil _stencil
{
bool _enable = false;
bool _twosided = false;
Compare _compare = Greater;
uchar _ref = 0;
StencilOp _fail = Keep;
StencilOp _zFail = Keep;
StencilOp _pass = Keep;
StencilOp _tsFail = Keep;
StencilOp _tsZFail = Keep;
StencilOp _tsPass = Keep;
}
CullMode _cullMode = BackFaces;
CullMode _fillMode = Solid;
}

RenderState rsDepth
{
AlphaBlend _alphaBlend
{
bool _enable = false;
Blend _source = One;
Blend _dest = Zero;
BlendOp _op = Add;
ColorWrite _writeMask = 0;
}
Depth _depth
{
bool _enable = true;
bool _write = true;
Compare _compare = LessEqual;
float _bias = 0.0;//0.0010;
float _slopeBias = 0.0;//0.000100;
}
Stencil _stencil
{
bool _enable = false;
bool _twosided = false;
Compare _compare = Greater;
uchar _ref = 0;
StencilOp _fail = Keep;
StencilOp _zFail = Keep;
StencilOp _pass = Keep;
StencilOp _tsFail = Keep;
StencilOp _tsZFail = Keep;
StencilOp _tsPass = Keep;
}
CullMode _cullMode = BackFaces;
CullMode _fillMode = Solid;
}

RenderState rsRef : "rs"
{
CullMode _cullMode = FrontFaces;
}


The only problem I'm getting is that at some camera angles the shadow briefly flickers on again, I'll see if I can fix that.

EDIT: just made a little change, now it even still reflects other objects. Still didn't fix the flickering though.

RedKetchup

Quote from: Bartender on May 20, 2017, 07:51:57 AM

The only problem I'm getting is that at some camera angles the shadow briefly flickers on again, I'll see if I can fix that.

EDIT: just made a little change, now it even still reflects other objects. Still didn't fix the flickering though.

bah me i am using what you gave me :) i didnt changed anything ( i made a copy, tried to modified some numbers... and restaured your original)
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Karlieb

It almost looks like blue when the black level is too high. Of course that affects a lot more things than just water.


RedKetchup

#72
can someone (AMD/Intel pink user) test that ?
(trying something new untested)
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calli74

still with red/pink water :( can't get a screen shot cos my computer is being stupid, something has taken over the print screen key, not sure what


RedKetchup

Quote from: calli74 on June 05, 2017, 12:36:34 PM
still with red/pink water :( can't get a screen shot cos my computer is being stupid, something has taken over the print screen key, not sure what

ok thanks , a new test incoming soon
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