aliens

Author Topic: Globe improvements  (Read 68317 times)

Online Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Globe improvements
« Reply #75 on: January 18, 2012, 05:40:08 pm »
my build is available on https://github.com/Yankes/OpenXcom `test` branch (`master` is obsolete)

[ps]
I made some test and i get something like this. Volutar this version is good enough or you will prefer true dither?
« Last Edit: January 18, 2012, 09:06:13 pm by Yankes »

Volutar

  • Guest
Re: Globe improvements
« Reply #76 on: January 18, 2012, 09:30:42 pm »
Yankes, neighbor stripes should be "smoothed" but not overlapped through each other. Unfortunately this depends on zoom level. While this picture is quite acceptable, zoomed out picture will look more "noised" at twilight zone.
I suppose you've set rand()%8 value? I prefer %4, though %8 is much better than %20 which was at first. Flaw of this "smoothing" approach is indistinguishable "full night" and "full day" line.


I've attached vs2003 built version. Which is, I suppose, quite old (in terms of git branches).
« Last Edit: January 18, 2012, 09:38:12 pm by Volutar »

Volutar

  • Guest
Re: Globe improvements
« Reply #77 on: January 19, 2012, 05:40:25 am »
By the way, quality of picture greatly depends on display you're using. I have S-IPS display at home and IPS+TN at work. And I have noticed that ocean blue seems to bee more "smoothed" (despite on noise) because of falling into dark on TN more, than on IPS.
« Last Edit: January 19, 2012, 11:34:04 am by Volutar »

Volutar

  • Guest
Re: Globe improvements
« Reply #78 on: January 21, 2012, 02:22:58 am »
Another try.
I've slightly modified palettes.dat file to make globe terrain shade more solid and realistic (ocean part kept intact).
This modification doesn't affect on other parts (they are used only for earth textures).

It might become too dark, but day parts become more distinguishable from night.
« Last Edit: January 21, 2012, 02:26:27 am by Volutar »

Online Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Globe improvements
« Reply #79 on: January 21, 2012, 03:41:06 am »
Its look better that standard palette.

Volutar

  • Guest
Re: Globe improvements
« Reply #80 on: January 22, 2012, 12:40:31 pm »
New version of shading makes polar iceberg zone "normalized", comparing to original.
Ocean color is lighter than texture of mixed polar/water.
On a screenshot contours of "non processed" area above and at the right side. So you can see how "smoother" and nicer new lighting looks.

https://www.fourmilab.ch/cgi-bin/Earth?imgsize=320&opt=-l&lat=22.875&ns=North&lon=65&ew=West&alt=1000000&img=learth.evif

On the second image is Earth view from initial point (openxcom) with timestamp above. I think it should be used as fine example for terminator line position and size at particular moment.
So there are some mistakes in inclination calculation.
« Last Edit: January 22, 2012, 01:57:48 pm by Volutar »

Volutar

  • Guest
Re: Globe improvements
« Reply #81 on: January 22, 2012, 08:09:46 pm »
Okay.
I was experimenting with making twilight zone more realistic.
There's some results.
Outsize "main" terminator line is a twilight zones - wide area where there's no full night (terrain is slightly illuminated by atmosphere) and not so wide area of sun near horizon (it's not full day).
Some noise pattern also present, it is more noticable on ocean surface, and less on land.

Volutar

  • Guest
Re: Globe improvements
« Reply #82 on: January 23, 2012, 08:59:53 am »
https://www.youtube.com/watch?v=sqmpNWExKmo
Video demonstration. Though it looks weird, smoothed slightly + encoding artifacts.

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: Globe improvements
« Reply #83 on: March 22, 2012, 11:35:31 pm »
Just FYI, Yankes' patch is now officially in the codebase. :)

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Globe improvements
« Reply #84 on: March 23, 2012, 09:31:08 am »
That's good to hear.

GG Yankes ;)

Online Yankes

  • Global Moderator
  • Commander
  • *****
  • Posts: 3350
    • View Profile
Re: Globe improvements
« Reply #85 on: March 24, 2012, 12:27:46 pm »
today globe, tomorrow rest of OpenXcom :D
SupSuper how about adding skin color to battlescape? dont change much but increase immersion :)

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: Globe improvements
« Reply #86 on: March 24, 2012, 02:05:11 pm »
i second his skin colour suggestion

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: Globe improvements
« Reply #87 on: March 24, 2012, 06:36:45 pm »
today globe, tomorrow rest of OpenXcom :D
SupSuper how about adding skin color to battlescape? dont change much but increase immersion :)
Sure, just throw me a pull request, they're easier to manage than poking around your various repositories. ;)

Offline Conti-k

  • pixelpolice
  • Captain
  • ***
  • Posts: 67
    • View Profile
Re: Globe improvements
« Reply #88 on: March 24, 2012, 08:11:36 pm »
Is there any chance to tweak new geoscape lighting, and make the noise more "smooth", or completely remove it? It reminds me of low shadows samples when using area lights, or area shadows/skylight (scanline renderer) :P
« Last Edit: March 24, 2012, 08:28:13 pm by Conti-k »

Offline kkmic

  • Commander
  • *****
  • Posts: 582
  • Undefined
    • View Profile
Re: Globe improvements
« Reply #89 on: March 24, 2012, 09:03:20 pm »
Is there any chance to tweak new geoscape lighting, and make the noise more "smooth", or completely remove it? It reminds me of low shadows samples when using area lights, or area shadows/skylight (scanline renderer) :P

That was something I asked about some time ago in this very thread. That and the next two posts should explain it.