How Many Layered Transparencies
moultano
Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">can I expect a low end comp to render</div> My current project, ns_Shiva has a coolant processing room where coolant has leaked out forming a layer of mist settling on the floor. I'm creating this effect with layered func_illusionarys. The more layers I use, the more volumetric it will look, but I'm wondering about performance hits for older comps (especially since its a hive room). Anyone have a good estimate on what would be reasonable?
Second question: Is env_fog going to be functional in the future? I've had a hard time finding information on it. And it doesn't seem to work the way it is described.
Second question: Is env_fog going to be functional in the future? I've had a hard time finding information on it. And it doesn't seem to work the way it is described.
Comments
You can achieve the same effects as your illusionaries with particles. Just find a big sprite and scale it up really big. In fact it would be better than illusionaries since you can make them move, fade in and out, etc
Alright, time to go read a particle tutorial. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
As for the env_fog, even when it was functional, it was global fog not volumetric (this is the only type of fog the HL engine can currently support). So you can forget about "elite" Q3/Serious Sam style fog layers.
Btw. what about my latest mist <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> :
<img src='http://nsworld.ns-central.co.uk/pictures/Uploaded/622/fullsize.GIF' border='0' alt='user posted image'>
The effect doesn't look great in this shot, but its close enough to what Im looking for. Not that bad for halflife.
<img src='http://www.andrew.cmu.edu/user/rmoulton/ns_shiva0000.jpg' border='0' alt='user posted image'>
This shot is the real problem, and what I was hoping to use the env_fog to correct.
<img src='http://www.andrew.cmu.edu/user/rmoulton/ns_shiva0001.jpg' border='0' alt='user posted image'>
It uses 3-4 layers and uses it only in areas that you cant reach alife and that are at least 10 meters away from you.
4 layers should be fine for any HL PC, your entity count is a bigger problem.
The PE mod uses TONS of entities, wich NS never could, it needs the entities for all buildable structures.
You could just use water (no breathe in the dust) or how about this?
(red = NULL-texture)
I may end up just lowering it so that the skulk pov is just above the top level of the fog.
I might re-use this effect in the future, but one problem you have is entity size. Always try to keep your entities under 512x512x512, and using 384x384x384 might be safer. Otherwise VIS gets confused and HL starts rendering the entities no matter where you are. So filling up a 768x768 room with 3 layers of fog would make for 3 x 4 = 12 seperate entities.
Using particle systems is even more problematic, since you have fill-rate issues. Really large sprites result in a dramatic slowdown on even top end machines. Half-Life was never really meant to display huge transparent sprites. The other option is to use lots of little sprites, but then you run into problems with having too many overlapping each other, causing another dramatic drop in framerate from all the transparent rendering.
@Yamazaki: <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> That goes into the top ten Half-Life rendering techniques!
i use this for commander keen - as a amd athlon 1400, is to fast for a game made for a 80386