Lighting and contrast, fog and atmospherics.
Electr0
Join Date: 2011-10-31 Member: 130337Members
After playing the new mineshaft map i think this has become more of an issue, now might be a good time to take a look at this and see if it can be improved, basically at the moment maps are overly dark, this wouldn't be so bad if it's just when the lights go out only with certain areas but the general lighting level is set too low and should be increased.
The other issue which i think is a lot worse is that blacks aren't actually black, the contrast in this game is really poor, this is partly down to the fog setting and the atmospherics, with fog i see a few issues, the first is that it's set too strong, it's too thick, in other games you'll notice fog doesn't fill a small room, in ns2 you see fog at very short distances, the other is the default setting in the map editor is too light a shade of grey, add atmospherics to the mix and it makes for very poor blacks.
The other issue which i think is a lot worse is that blacks aren't actually black, the contrast in this game is really poor, this is partly down to the fog setting and the atmospherics, with fog i see a few issues, the first is that it's set too strong, it's too thick, in other games you'll notice fog doesn't fill a small room, in ns2 you see fog at very short distances, the other is the default setting in the map editor is too light a shade of grey, add atmospherics to the mix and it makes for very poor blacks.
Comments
We are planning on implementing controls for mappers to adjust the default fog settings (density/color) on a per area basis, rather then a per map basis. This should help immensely.
We also have color grading planned, which will allow us to pump up the contrast, among other things.
--Cory
Edit: managed to do it.
<img src="http://i.imgur.com/7oVZu.jpg" border="0" class="linked-image" />
<img src="http://i.imgur.com/utjX3.jpg" border="0" class="linked-image" />
Haha thx. It has no fog and very little atmospherics, and honestly I don't like it too much. I rather it turned off when I play, mostly because of the flashlight. By trying to see better, you affect the vision of all your teammates and I find it harder to spot enemies as a group of marines when one turns on his flashlight with atmospherics on.
But I wouldn't judge this feature too quickly. As Cory points out color grading will eventually be implemented and this will up the contrasts and colors. Even if I don't like the concept of a system to remove and then another to restore. There is something I learned in designing buildings, you don't create steps going down, only then to have other steps going up. What you might think is cool and enhances the effect, is often a hindrance to the user.
It would be really cool to have a fog that is affected by light.. wait! we already have it, and it's called atmospheric lighting. In fact if you turn off fog (r_fog 0) some areas in mineshaft still look very foggy, because there is a lot of atmospherics (a bit too much in some areas).
Isn't fog a cheap trick to hide short draw distance in the first place ?
I kind of like atmospherics but I also turn it off because of the flashlight.
Also when can we expect to see some improvements?
I always play with r_fog false and r_atmospherics false because the fog not only hampers your ability to see bad guys, it hurts the pretty visuals as well.
Can't wait for those new Spark features, I'm very close to fogging up my own map : )
Don't hate on bloom!
I think this works : in Player_Client.lua change Client.SetEnableFog(true) to Client.SetEnableFog(false)