Boot-up data transferred to Real3D

Technical discussion for those interested in Supermodel development and Model 3 reverse engineering. Prospective contributors welcome.
Forum rules
Keep it classy!

  • No ROM requests or links.
  • Do not ask to be a play tester.
  • Do not ask about release dates.
  • No drama!

Re: Boot-up data transferred to Real3D

Postby Ian » Wed Sep 27, 2017 8:21 am

Take a screenshot of what you mean with regards to the spot light
I've personally never really noticed any problems but I don't really play that game.
Ian
 
Posts: 1216
Joined: Tue Feb 23, 2016 9:23 am

Re: Boot-up data transferred to Real3D

Postby Bart » Thu Sep 28, 2017 6:18 am

Ian wrote:Take a screenshot of what you mean with regards to the spot light
I've personally never really noticed any problems but I don't really play that game.


On the Las Vegas stage, a red spot light illuminates the scene almost continuously. Here you can see it in the bottom half of the image:

spotlight1.jpg
spotlight1.jpg (95.49 KiB) Viewed 172 times


When an enemy blows up, the spotlight is switched to a more localized yellow one:

spotlight2.jpg
spotlight2.jpg (104.84 KiB) Viewed 172 times


It's really hard to say what the correct behavior should be given the absence of good footage but the red spot light seems excessive. It's also not present in the legacy engine (but the explosion effect does turn the yellow spot light on).

And on the Yosemite level, there's a continuous yellow spot light:

spotlight3.jpg
spotlight3.jpg (127.95 KiB) Viewed 172 times


I logged the spot light in the Vegas stage and here's what I see:

Format: (x, y), (w, h), (zstart, zend) -> r,g,b

It is normally set to: (248,296),(5,8),(0.1,2) -> 1,0,0

But when an explosion occurs, it is switched to yellow like so: (265,271),(18,51),(0.1,178.578) -> 1,1,0

Note that the z-extent is very small for the red spot light, which is why it isn't actually visible in the legacy engine.
User avatar
Bart
Site Admin
 
Posts: 2058
Joined: Thu Sep 01, 2011 2:13 pm
Location: New York City

Re: Boot-up data transferred to Real3D

Postby Ian » Thu Sep 28, 2017 9:09 am

I'll ask Harry about these
I know he rewrote the spotlight code so doesn't seem much point tweaking the old version
I think the issue is the Z far for the spotlight. I basically removed it from the code originally because it looked completely broken. As far as I could guess the light is supposed to fade out as a function of the distance, but without the spec guessing how that worked exactly was pretty hard.
Ian
 
Posts: 1216
Joined: Tue Feb 23, 2016 9:23 am

Previous

Return to The Dark Room

Who is online

Users browsing this forum: No registered users and 3 guests