Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta Archive => Topic started by: Artighel on March 01, 2004, 12:05:41 AM

Title: Gunspire graphic bug (shadow problem)
Post by: Artighel on March 01, 2004, 12:05:41 AM
Hi, on BZ2 1.3 I have noticed a problem with GS rendering when Shadow is set to HIGH in the Graphic Options. Dark faces appear near the GS. When selecting NONE or LOW Shadow setting, problem doesn't appear anymore.

Graphic configuration : DirectX 9.0b + ATI RADEON 9800 128 Mo

(http://members2.photofun.com/artighel/iTOOLImageGallery/Gunspire%20Bug.JPG)[/img]
Title: Gunspire graphic bug (shadow problem)
Post by: Artighel on March 01, 2004, 12:08:01 AM
(http://members2.photofun.com/artighel/iTOOLImageGallery/Gunspire%20Bug.JPG)

(hoping link is working now  :? )
Title: Gunspire graphic bug (shadow problem)
Post by: technoid on March 01, 2004, 12:10:31 AM
I believe this stencil shadow effect bug was never fix or totally fixed in 1.3.  Just a guess.  Couldn't find anything in the changelog.
Title: Gunspire graphic bug (shadow problem)
Post by: GreenHeart on March 01, 2004, 12:10:34 AM
i just copied & pasted the url.

If you zoom on that screenshot you will notice that their is a unit behind the lung. that Unit behind the lung is source of the light.
Healer\Service Trucks have a bad habit of running into things when they drive to fast... :lol:
Title: Gunspire graphic bug (shadow problem)
Post by: Avatar on March 01, 2004, 12:43:05 AM
Medium shadows look pretty good now, and don't seem to drag you down as much as high shadows, which still have holes and such.

Shadows are very tough to render properly, as are reflections.  There's usually some 'cheating' involved to lower the rendering costs.  Sometimes this cheating produces bad results...

-Av-
Title: Gunspire graphic bug (shadow problem)
Post by: Dirty Rooster on March 01, 2004, 12:51:00 AM
Healers love to go INSIDE spires and stay there...
Title: Gunspire graphic bug (shadow problem)
Post by: Red Devil on March 01, 2004, 01:21:18 AM
Maybe they're not so dumb after all... ;-)

Hey, you can go into render.cfg in the BZ root directory and turn off StencilShadows:

[Render]
// Stencil shadows create very detailed shadows at run time.  Only some video cards
// support stencil buffers, and it does come with some performance costs.
// Change the 1 to a 0 in order to disable stencil buffers (overrides menu selection)
Stencil = 0
Title: Gunspire graphic bug (shadow problem)
Post by: Avatar on March 01, 2004, 01:28:01 AM
Quote from: Dirty RoosterHealers love to go INSIDE spires and stay there...

Yeah, well, when all you have is that blue beam you tend to be a little timid...   :)

"Stand back or I'll HEAL you..."

hehe

-Av-
Title: Gunspire graphic bug (shadow problem)
Post by: Artighel on March 01, 2004, 09:43:27 AM
So is this shadow diplay issues will be taken in consideration ? Or have we all to play with the shadow setting set to LOW ?
Title: Gunspire graphic bug (shadow problem)
Post by: Spacecomber on March 01, 2004, 02:26:09 PM
This problem is known and has been present with 1.2.  Unfortunately, it looks like correcting things like this (and Bump Mapping and making T & L hardware supported) gets into re-writing the entire graphics code for  the game, and it was decided that this was beyond what a couple of programmers were willing to take on in their spare time.  Yes, DirectX9 graphics code for the game might be nice, but how many years would you like to wait for it (assuming someone with the source code was willing to do this for "fun")?

The Audio code was re-written, but the graphics code is still DirectX6 era code, so some of these advanced features are bit out of synch with where video card standards are today.

At least that's my take on it.
Title: Gunspire graphic bug (shadow problem)
Post by: OvermindDL1 on March 01, 2004, 09:20:15 PM
The current stencil shadows in BZ2 (any version) are from an old era and were not finished in programming, there are problems if shadows go through things, there are problems with other things as well, I am not sure but I do not think it uses the Depth Fail method when inside the shadow, would have to check again, but in the mean time, set shadows to medium or lower and all will work well.