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DarkBASIC Professional Discussion / Good Fog vs Cra.. i mean Bad Fog

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Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 31st Aug 2003 05:00
BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG! BRING BACK FOG!


What the hell happened to the brilliant dark basic fog...

dbpro fog looks crap.

If you look across diaganals you can see clearly. and if you look on one of the adjacent diaganals you cant see anything.

the fog in dark basic pro just isnt even.
quite frankly it sucks and its crap!
i used matedit and put fog on. and remebered how decent fog was in db. some of you might disagree so couldnt we have an option like

Decent fog on
and
crap fog on
(joke)

so.... why what happed whats gonna happen what can we do

you may have noticed that this post looks similar to one that i made in the upgrade 6 topic. Thats because its the same one. I thought i would try and make a topic out of it as nobody is going to pay attnetion to it as a thread in an already 2 page topic

>>TerraByte. Putting the Byte back into Terragramming<< If my post has less than 20 typos then it wasnt me who wrote it!
Fallout
23
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 31st Aug 2003 05:12
Quote: "Decent fog on
and
crap fog on
(joke)"




Insiiiiiiiiiiiiiiiiiiiiiiiide!
Ian T
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Joined: 12th Sep 2002
Location: Around
Posted: 31st Aug 2003 19:58
Clasic fog works exactly the same was as Pro fog. If you're having problems it might be because of the lack of DX9? Fog technology has almost always made object out of the corner of your vision be clearer than things right in front of you; this dates back to software rendereds in games like Daggerfall and all the way up to several modern titles.

--Mouse: Famous (Avatarless) Fighting Furball
Read It: http://www.angryflower.com/itsits.gif
Learn It: http://www.angryflower.com/bobsqu.gif
Rob K
Retired Moderator
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 31st Aug 2003 21:09 Edited at: 31st Aug 2003 21:10
I presume that DarkBASIC Pro uses the fog commands which are (so I'm told) built into DirectX. Therefore any changes will be a result of the different DirectX version of DBPro and DBClassic. Fog looks fine here, same as it DBC, so it may be a hardware or driver issue.

It is also possible that the FOG DISTANCE defaults to something different in DBP that it did in DBC, try playing around with that.

Can you post a screenshot?

David T
Retired Moderator
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Joined: 27th Aug 2002
Location: England
Posted: 31st Aug 2003 23:06
Another thing may be your colour depth - having a low colour depth = less colours to make fog gradient = bad fog.

Theres no place like 127.0.0.1
There are 10 people in this world, those who understand binary and those who don't
Bus station = where bus stops. Train station = where train stops. Workstation = ?
Terabyte
23
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Joined: 28th Dec 2002
Location: UK
Posted: 31st Aug 2003 23:16
yes. infact i am not going to post a screen shot im going to post the link to a video.
it will be an exe file as the video includes a codec to enable high resolution at low file size.

I am operating at 16 bit depth
I cant work at 24 or 32 bit depth (appreently acording to full screen exlusive mode)

but that shouldnt matter.
if it worked in db why doesnt it work in dbpro.
anyway ill get the recording.

>>TerraByte. Putting the Byte back into Terragramming<< If my post has less than 20 typos then it wasnt me who wrote it!
David T
Retired Moderator
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Joined: 27th Aug 2002
Location: England
Posted: 31st Aug 2003 23:57
Is it the same in full screen desktop mode?

Theres no place like 127.0.0.1
There are 10 people in this world, those who understand binary and those who don't
Bus station = where bus stops. Train station = where train stops. Workstation = ?
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 1st Sep 2003 00:12
Solved the problem via IM. Terrabyte needs a new GFX card.

Andy Igoe
23
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 1st Sep 2003 10:59
OK so this wont help the thread in any way, but I just wanted to say how much I hate fog.

It was introduced as a concept to video gaming to make up for the shortfall of computers to render into the distance. A cheap trick. It looks awful and exists only for programmers who are too lazy to billboard properly.

There are sometimes good uses of fog, distance haze for instance and in a game I am working on I have used it to help enhance a visual effect for blood plasma. However if I see one more white-out from fogging i'm going to cry like a baby, it's horrid.

Pneumatic Dryll
Mentor
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Joined: 27th Aug 2002
Location: United Kingdom
Posted: 1st Sep 2003 12:09
well? computers STILL can`t "render into the distance" as it was put, the larger the scene the more polys and the s-l-o-w-e-r it goes, you have to clip off the plains of ultimate doominess and their 50 castles at some point or the render overhead goes through the roof, there are lots of cases where even if you had a PC that could calculate realtime BSP you would be needing that fog (Wolfenstien tramride anybody?), besides, it comes in handy if you WANT a scene filled with fog , and the rest can use textured,ghosted cylinders if they feel they must, so far we have had people say we don`t need...

fog
db primitives
matrixes
x models
gosubs
gotos
arrays
terrain
bsp
wav
simple variables

and those are the one I remember posts on, there must been plenty others where some feature or other was removed, rather than saying what we can do without, try thinking of uses for what we have, you might also note that the original problem was down to GFX card not language or DirectX.

Mentor.
Shadow Robert
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Location: Hertfordshire, England
Posted: 2nd Sep 2003 07:55
fog is oftenly the problem of the graphics card...
nVidia cards make some truely beautiful fog, albiet a little slower than standard using the Fog Emulation Table - DirectX's fog is generally not technically Dx's but actually part of the Fog Table directly based on your colour depth.

you see fog on a GeForceFX card with its 128bit colour precision and really that is truely beautiful fog, as opposed to the SiS 650's fog which looks like the 24bit washout that it is.

-- -- --

personally i generally don't rely on the built-in fog very much, instead i generally make 3 planes then i simply give them a kinda cloudy texture alpha map ... furthest away at around 10% opacity, closest at around 90%.

You might be able to see the changes on the ground of the fog, but its very quick and it produces a nice effect no matter the colour depth.

another alternative is to take the three planes, then what you do is a layered haze from a backbuffer screenshot. This gives it a nice volumetric look.

I can also explain howto make volumetric fogging & lighting but then really what would be left for you guys to figure out.

-- -- --

programming is about problem solving, you have a problem ... the best option is to figure out a way to solve it - else live with what you already have.

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