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DarkXL Update 10 - Current near term plans for DarkXL.
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klasodeth
Gamorrean

Joined: 03 Mar 2008

PostPosted: Jun 04, 2009 17:16    Post subject: View user's profile Send private message Reply with quote

BD Hopkins wrote:
Weregoose wrote:
Oh, YES! That soft glow is brilliant – much better than the eerie "flavoring" of nearby textures that was given off last time.

If I understand Lucius' features correctly, the "flavoring" you're referring to is what he calls dynamic lighting, an extended feature that is still being included and can/will work in conjunction the lighting enhancements via "emissive" pixels that he just demonstrated. Is it correct that the latter is not meant to replace the former? If so, Lucius, how well do the two effects mesh together?

Keep up the great work!


The effects of both are visible in the second screenshot. The haze immediately surrounding the glowing portion of the lights is the new feature, and the bluish light shining on the floor and wall are the result of the existing dynamic lighting.

I guess we need to see screenshots of shield packs, blaster ammo, and extra lives so that we have more examples of the new effect working together with the dynamic lighting.

BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jun 04, 2009 17:57    Post subject: View user's profile Send private message Reply with quote

klasodeth wrote:

The effects of both are visible in the second screenshot. The haze immediately surrounding the glowing portion of the lights is the new feature, and the bluish light shining on the floor and wall are the result of the existing dynamic lighting.

I guess we need to see screenshots of shield packs, blaster ammo, and extra lives so that we have more examples of the new effect working together with the dynamic lighting.


I see it now. It also appears that he toned down the intensity of the blue in the dynamic lighting for that particular lamp and/or area. I may have inadvertently answered my own question; the dynamic lighting seemed a natural-enough compliment to the emissive lighting that I didn't even notice it was there; there was no stark contrast.

BEFORE



AFTER



My new question would be: Lucius, will you be 'eye-balling' each color/radius for every dynamic lighting script value so that it compliments the emmisive lighting, setting it manually for every object/area, or will you have some system that matches the two automatically?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 04, 2009 18:17    Post subject: View user's profile Send private message Send e-mail Reply with quote

As stated the glow is an effect in addition to the dynamic lighting, not a replacement. The glow makes sure that bright areas look like they are glowing whereas the dynamic lighting actually lights up the environment.

As for the dynamic light colors, intensity and radius - I'm "eyeballing" those values. However they are setup in the logic scripts so they can be easily modified and animated. This is why when you blow up a light sprite then its dynamic light goes out too. This also means that by adding in your own light logics, you can easily light custom levels with a combination of sector lighting and dynamic lighting.

I should also mention that the lighting values are set in the logic scripts. So, for example, if I setup the dynamic light for a destroyable lighting fixture then the dynamic light automatically shows up wherever the fixture is. So all you have to do is setup logical lighting fixtures (as well as other objects that generate light like shield packs and blaster bolts) and then place them logically and you have nice dynamic lighting. Smile

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GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 04, 2009 23:44    Post subject: View user's profile Send private message Reply with quote

Damn, that looks fresh.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 05, 2009 20:01    Post subject: View user's profile Send private message Reply with quote

Nice! I like it. It'll be especially noticeable in the darker levels like Talay and Sewers.

I'm not really familiar with how DF's texture format works, but will it be possible to implement a glowing HUD texture? I've noticed that the HUD doesn't get darker in dark areas, and even though that's the way it is in DF, it would probably be more realistic to have the HUD get darker with the lighting but have the numbers still glowing. Can you do that without changing the original BM format?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 05, 2009 20:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

sheepandshepherd wrote:
Nice! I like it. It'll be especially noticeable in the darker levels like Talay and Sewers.

I'm not really familiar with how DF's texture format works, but will it be possible to implement a glowing HUD texture? I've noticed that the HUD doesn't get darker in dark areas, and even though that's the way it is in DF, it would probably be more realistic to have the HUD get darker with the lighting but have the numbers still glowing. Can you do that without changing the original BM format?

Thanks.

The numbers and other elements that change based on the amount of something (shields, health, etc.) are drawn separately under (shields/health) or on top of the HUD (numbers) - so having them be rendered differently then the rest of the HUD wouldn't be a problem. I'm not sure if the HUD would look right getting darker though, maybe its something we can experiment with later.

There won't be any other features going in to this build though. The reason the glow made it in is because I put in a post processing framework which will be used for other things in future builds - so getting the glow effect in (which I've wanted to put in for a long time) was a natural test of the system. Other data can now be rendered out when rendering the main scene, in this case a glow mask, which can then be used to post process the scene once it is rendered (but before the HUD / debug elements are drawn). This way I traverse the scene once (thus traverse the portals and clip once) and can then apply additional effects afterwards.

Obviously this means that you'll need MRT support for some of these effects - which generally means SM 2.0 GPU or better. This equates to having at least a Radeon 9500 or GeForce FX. Fortunately we're talking about sub-$50 cards here released 6 years ago, although the faster the better obviously. And DarkXL will continue to support SM 1.0 cards (GeForce 3 era - 8 years ago), just not with all the features available.

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Magic_Al
Gamorrean

Joined: 22 Mar 2005

PostPosted: Jun 06, 2009 23:17    Post subject: View user's profile Send private message Reply with quote

I wonder if the strength of the glow effect should vary inversely with the light level of the sector. It's a perception thing. A light bulb in a dark room can seem blinding but look relatively dim outdoors in sunlight.

That idea leads to another: the light levels of sectors could affect each other based on the player's location. The player being in a bright sector might push surrounding dark sectors slightly darker and vice versa. Think of being in a dim hallway with a door open to daylight at the end, or being in daylight and seeing the opening to a cave in the distance. There could be a formula that adjusts the "camera iris" to a net light level taken from the percentages of screen area filled by each visible sector, with a second or so delay while your "eyes adjust".

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Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 06, 2009 23:21    Post subject: View user's profile Send private message Reply with quote

<2¢>I would think that our eyes are in fact adjusting in real life.</2¢>

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 07, 2009 00:06    Post subject: View user's profile Send private message Send e-mail Reply with quote

I would love to see this effect in Dark Tide IV Twisted Evil

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sweatervest
Ree-Yees

Joined: 22 Apr 2008

PostPosted: Jun 07, 2009 00:39    Post subject: View user's profile Send private message Reply with quote

Perhaps the glow effect can be used on weapon sprites, like the thermal dets. That would create a cool effect when wandering around in dark areas holding those weapons... also projectiles and explosions could look pretty epic.

Is this an implementation of bloom, HDR or something else? Just curious...

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Jun 07, 2009 02:17    Post subject: View user's profile Send private message Send e-mail Reply with quote

Magic_Al wrote:
I wonder if the strength of the glow effect should vary inversely with the light level of the sector. It's a perception thing. A light bulb in a dark room can seem blinding but look relatively dim outdoors in sunlight.

That idea leads to another: the light levels of sectors could affect each other based on the player's location. The player being in a bright sector might push surrounding dark sectors slightly darker and vice versa. Think of being in a dim hallway with a door open to daylight at the end, or being in daylight and seeing the opening to a cave in the distance. There could be a formula that adjusts the "camera iris" to a net light level taken from the percentages of screen area filled by each visible sector, with a second or so delay while your "eyes adjust".



This is called bloom, check out Valve's HL2 Lost Coast tech demo on Steam (you need to own HL2 IIRC) and the in-game commentary will tell you all about it.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 07, 2009 07:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

Actually The_Mega_ZZTer, you are thinking of a combination of bloom and tone mapping. Smile The idea is to map from High Dynamic Range (HDR) to Low Dynamic Range (LDR) using some sort of perception mapping system. Typically you'd detect the scene luminance or range of luminances and then generate a mapping that compresses the high dynamic range data so that it can be displayed on your monitor while attempting to preserve (or enhance) contrast.

"Bloom" is the glow effect you get where bright pixels (those with a luminance > X after tonemapping, where X = 1.0 in many cases). Of course bloom has been faked even without HDR for some time now. Some games apply a simple thresholding causing all pixels greater then a certain brightness to glow. The problem with this system when rendering in LDR space, especially when the threshold is low, is that the glow tends to be too strong and actually reduces the contrast - I'm sure you've all seen games with bad bloom. Evil or Very Mad For DarkXL, since we have no HDR data or lighting, only the "emissive" (self-illuminated) pixels/surface glow - those pixels that would be very bright with true HDR. This preserves contrast and differentiates between a merely brightly colored surface and a surface that should glow. To illustrate the problem with the thresholding style system - all the Storm Troopers would glow in brighter lighting... that would be weird. Shocked

I actually had an idea where I'd adjust the amount of bloom based on the overall sector lighting. You wouldn't want to just take into account the sector you're standing in - just because you're standing in a shadow but most of the room is bright you wouldn't want the bloom to suddenly become more intense. Razz I'm not sure I'll change the lighting itself based on luminance though, maybe something to play with later.

And finally, sweatervest, having parts of your weapons glow would be really cool actually. Since your weapon is affected by sector lighting (unlike the HUD) it would only be natural to also be affected by the glow too. Thanks for the suggestion. Very Happy

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BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jun 09, 2009 16:49    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
The numbers and other elements that change based on the amount of something (shields, health, etc.) are drawn separately under (shields/health) or on top of the HUD (numbers) - so having them be rendered differently then the rest of the HUD wouldn't be a problem. I'm not sure if the HUD would look right getting darker though, maybe its something we can experiment with later.


Generally speaking, is artwork for a high-resolution HUD something you might request in the distant future, particularly if the new artwork tries to scale the original pixels faithfully (IE, if artistic interpretation is keep to a minimum save for what is necessary to smoothly increase resolution)? Or would you prefer to find a programming solution to upping the resolution of the HUD, if in fact you ever want to and are able to tackle it?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 09, 2009 17:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

BD Hopkins wrote:
Generally speaking, is artwork for a high-resolution HUD something you might request in the distant future, particularly if the new artwork tries to scale the original pixels faithfully (IE, if artistic interpretation is keep to a minimum save for what is necessary to smoothly increase resolution)? Or would you prefer to find a programming solution to upping the resolution of the HUD, if in fact you ever want to and are able to tackle it?

Eventually you'll be able to change the HUD graphics so someone could put in higher resolution HUD elements as a mod. As for me, I'll be doing a couple of things that will affect the HUD in the future:

1) allow the HUD (not weapon) to be scaled, so you could make the HUD elements smaller on screen if you want - this would work especially well because of how LA did the HUD as separate pieces.

2) implement the optional texture upscaling (I've discussed this in the past) which will make everything look higher resolution, including the HUD.

Here's what a wrote about the texture upscaling:
I have plans for better upscaling of the textures, sprites and font as an extended feature. I plan on adding image filtering options for textures and fonts a little later - kind of like the font scaling done in the Mac version of DF. This should help readability alot.

I should be able to generate vector representations of the binary images - i.e. cutouts for sprites and fonts - which should allow for much better representation of the edges. Basically it'd be similar to applying marching squares on a filtered binary image, where the filter is designed to produce a nice approximated signed distance field. Theoretically this should allow sprite edges to stay sharp and straight even under magnification since the signed distance field responds well to bilinear interpolation. Of course analytical edge anti-aliasing will only be supported on mid-range or higher-end GPUs.

This allows for resolution indepedent sprite/font edges, with analytical anti-aliasing on mid to high end hardware. Also the color data will be upscaled using a high quality filter, and can be done on load ("Images can be pre-upscaled") to avoid extra cost. It could also be done at runtime for higher end hardware to save memory.

In addition, if the color data is split up into a series of sensible frequency bands, it should be possible to treat each frequency band as a binary image and then reconstruct the image from a vector representation - but I'll try that out a bit later.


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BD Hopkins
Ree-Yees

Joined: 10 Apr 2009

PostPosted: Jun 09, 2009 18:59    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Eventually you'll be able to change the HUD graphics so someone could put in higher resolution HUD elements as a mod. As for me, I'll be doing a couple of things that will affect the HUD in the future:

1) allow the HUD (not weapon) to be scaled, so you could make the HUD elements smaller on screen if you want - this would work especially well because of how LA did the HUD as separate pieces.

2) implement the optional texture upscaling (I've discussed this in the past) which will make everything look higher resolution, including the HUD.

Here's what a wrote about the texture upscaling:
I have plans for better upscaling of the textures, sprites and font as an extended feature. I plan on adding image filtering options for textures and fonts a little later - kind of like the font scaling done in the Mac version of DF. This should help readability alot.

I should be able to generate vector representations of the binary images - i.e. cutouts for sprites and fonts - which should allow for much better representation of the edges. Basically it'd be similar to applying marching squares on a filtered binary image, where the filter is designed to produce a nice approximated signed distance field. Theoretically this should allow sprite edges to stay sharp and straight even under magnification since the signed distance field responds well to bilinear interpolation. Of course analytical edge anti-aliasing will only be supported on mid-range or higher-end GPUs.

This allows for resolution indepedent sprite/font edges, with analytical anti-aliasing on mid to high end hardware. Also the color data will be upscaled using a high quality filter, and can be done on load ("Images can be pre-upscaled") to avoid extra cost. It could also be done at runtime for higher end hardware to save memory.

In addition, if the color data is split up into a series of sensible frequency bands, it should be possible to treat each frequency band as a binary image and then reconstruct the image from a vector representation - but I'll try that out a bit later.


Ah, yes, I remember your words on this subject now as some of the very first things I read about DarkXL. I respect your decision to keep any features using significant artistic interpretation as separate from the basic structure and/or default settings.

Texture upscaling will include the in-game PDA, right? It will be interesting to compare an upscaled PDA via DarkXL to the vector-based and hi-res version of the PDA I am constructing. It will take me a while to complete, as I'm painstakingly creating a new shape for each and every pixel/group of pixels, where applicable.

For the metal section, some vectorized pixels/groups of pixels work remarkably well with each other after minimal position adjustment and addition of curves. With other areas, it appears that a significant amount of artistic interpretation is necessary to produce a similar look.

The leather section will be much more challenging to reproduce convincingly and with a reasonable file size/number of anchors and shapes. For this I will attempt to use gradient meshes to compensate for fewer anchor points/shapes. I hear that gradient meshes require significant processing power, though. If it doesn't work out, it will be at least good enough for a new manual design I'm still working on, which is what I started this project for in the first place.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 16, 2009 10:11    Post subject: Reticles, glow and lighting - oh my. :) View user's profile Send private message Send e-mail Reply with quote

*Warning* Many large screenshots.

I was testing the new UI for build and decided to show all the extended features for the next build at once: reticles, glow and lighting. Each screenshot shows a different reticle and a different level. Not all the reticles are shown but many are.













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Last edited by lucius on Jun 16, 2009 21:05; edited 1 time in total

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 16, 2009 12:59    Post subject: View user's profile Send private message Reply with quote

These look great! I especially like the city screenshot.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 16, 2009 13:53    Post subject: View user's profile Send private message Reply with quote

Looks keen.

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Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Jun 16, 2009 14:51    Post subject: View user's profile Send private message Send e-mail Reply with quote

The emissive effect really adds loads of atmosphere to the scenes and doesn't detract from the Star Wars feel at all, can't wait to see it in motion. Really excited about the next build. How many levels will be playable through? Or are you just getting these features + editor up and running.

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 16, 2009 17:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

This is really exciting, all of those look really cool!

Now, are those all crosshairs for each different weapons? Or are they just individually selectable and used one for all weapons? (I hope that made sense, it barely makes sense to me. Then again, I just woke up...)

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Marley
Gamorrean

Joined: 30 Sep 2003

PostPosted: Jun 16, 2009 17:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

I got ya Wink Think you just select the different cross hair in the UI and it's the same for all weapons.

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lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 16, 2009 21:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

Right now you select the cross hair you want and all the weapons use it. Individual weapon reticles will come later.

As for what levels will be available - all of them. They won't be fully completable (missing logics and such) but you will be able to use cheats and look around all the levels. Once this build is complete, the next build will focus on getting all logics completed (and usable in the editor). It will also have the beginnings of a really cool feature that I won't talk about yet. Very Happy

Oh and thanks for the comments. Smile

Edit: By the way, I realized that one of my image tags was improperly closed, there is another screenshot up now that I originally intended to display.

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Tsophika
Ree-Yees

Joined: 14 Jan 2008

PostPosted: Jun 17, 2009 06:39    Post subject: View user's profile Send private message Reply with quote

Fantastic stuff, Lucius. That thermal det explosion looks rad.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 17, 2009 20:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

Again, thanks for all the comments. Smile

I also wanted to mention that the reticle images in the next build (many of which are visible in the screenshots) were originally authored by the following forum members (in no particular order):

Emon,
The_Mega_ZZTer,
zero.prophet,
Gez,
Magic_Al

I will be putting together a credits list for the next build which will be updated from here on out. I will post the listing later, please remind me if I forget anyone.

Thanks for all your contributions!

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Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Jun 17, 2009 21:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

I really like that shot of Nar Shaddaa. This is really going to bring Dark Forces to new heights in ways I only imagined.

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Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Jun 17, 2009 21:31    Post subject: View user's profile Send private message Reply with quote

This is phenomenal work. lucius, I know this has been asked before, but do you have an estimate of the next release?

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Jun 17, 2009 21:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

Jimmy Chicken wrote:
This is phenomenal work. lucius, I know this has been asked before, but do you have an estimate of the next release?

I'm still having a tough time with my other stuff, so my free time is still sporadic. So until that issue is resolved any time estimates are pointless. I can estimate how much time it will take me, but not how much time I can put in at any given moment. This predicament is only temporary but has been going on longer then I expected. On a positive note, I can say that the build is getting closer and... If you're patient we're in for some exciting times in the next build after this one. Smile

Thanks for sticking around guys, despite the slow progress lately. Exclamation

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Jun 18, 2009 00:00    Post subject: View user's profile Send private message Reply with quote

It's nice to see some of the other levels, good job lucius Smile

Wow, in that Executor screenshot, I can see a shield glowing from all the way across one of the biggest rooms in the game. That's amazing. I'm really liking this new lighting feature.

The Imperial City shot looks nice too. Mouse look is gonna make this game a LOT funner, especially on levels like that one, where there's a lot of enemies on higher or lower ground.
lucius wrote:
It will also have the beginnings of a really cool feature that I won't talk about yet.


Ooooo, I'm curious now Surprised

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Jun 18, 2009 00:16    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
Thanks for sticking around guys, despite the slow progress lately.



I've been sticking around since '03! Very Happy

Weregoose
Gamorrean

Joined: 05 May 2008

PostPosted: Jun 18, 2009 01:05    Post subject: View user's profile Send private message Reply with quote

If an item were placed against a thin wall, would its glow be visible on the other side? Or does that item not get drawn?

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