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Re: Boot-up data transferred to Real3D

PostPosted: Wed Sep 27, 2017 8:21 am
by Ian
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.

Re: Boot-up data transferred to Real3D

PostPosted: Thu Sep 28, 2017 6:18 am
by Bart
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 3441 times


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

spotlight2.jpg
spotlight2.jpg (104.84 KiB) Viewed 3441 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 3441 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.

Re: Boot-up data transferred to Real3D

PostPosted: Thu Sep 28, 2017 9:09 am
by Ian
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.