Adv. lighting options
by Kory Imaginism · in Torque 3D Professional · 02/11/2010 (7:14 pm) · 8 replies
With the release of T3D 1.1 beta 1, I notice the adv. lighting options are no longer available under options menu. I was wondering will they be put back in, when the final 1.1 is released? Also I was wondering how would I get effects like HDR and light rays?
Thanks
Thanks
#2
They're still there, it's just not in the gui. Go to your game/scripts/client/prefs.cs and down about half way you'll find:
Change to "1" in the post effect you want, and it's back.
02/11/2010 (8:28 pm)
Hey Kory,They're still there, it's just not in the gui. Go to your game/scripts/client/prefs.cs and down about half way you'll find:
$pref::PostEffect::EdgeAA = "0"; $pref::PostEffect::HDR = "0"; $pref::PostEffect::LightRay = "0"; $pref::PostEffect::SSAO = "0";
Change to "1" in the post effect you want, and it's back.
#3
Wow, somehow didn't see the previous post, and answered the same question. Darn those caches.
02/11/2010 (9:06 pm)
edit:Wow, somehow didn't see the previous post, and answered the same question. Darn those caches.
#5
So first problem. Some games just don't use HDR or SSAO... so hard coding all post effects to appear in the default options dialog doesn't make sense. My concern here is mostly for Torque demos which all share the same options dialog... i expect that in a game you will customize the options to fit. We need to only allow use control of the effect you use in your game.
Second issue is that some games/demos require certain effects and its not "optional" to remove them. Like removing HDR on some games isn't desirable if your art has all been designed for HDR. So some effects shouldn't be user controllable in any way.
Thrid issue is more of a level design issue. You need to be able to tune the various parameters of these effects from the mission editor on a per-mission basis at times. Worse you may need/desire different HDR or SSAO settings for different times of day or even when when inside a building vs. outside. This is a bigger problem where we need parameterized curves for time of day on a per-zone basis. We know the right fix... we need the time to implement it.
In general how PostEffects are used and can be tuned is highly dependent on the effect and your game. That makes it very difficult to pick one method as the way its done in Torque.
02/12/2010 (6:24 pm)
What to do with the various PostEffects is still a bit up in the air.So first problem. Some games just don't use HDR or SSAO... so hard coding all post effects to appear in the default options dialog doesn't make sense. My concern here is mostly for Torque demos which all share the same options dialog... i expect that in a game you will customize the options to fit. We need to only allow use control of the effect you use in your game.
Second issue is that some games/demos require certain effects and its not "optional" to remove them. Like removing HDR on some games isn't desirable if your art has all been designed for HDR. So some effects shouldn't be user controllable in any way.
Thrid issue is more of a level design issue. You need to be able to tune the various parameters of these effects from the mission editor on a per-mission basis at times. Worse you may need/desire different HDR or SSAO settings for different times of day or even when when inside a building vs. outside. This is a bigger problem where we need parameterized curves for time of day on a per-zone basis. We know the right fix... we need the time to implement it.
In general how PostEffects are used and can be tuned is highly dependent on the effect and your game. That makes it very difficult to pick one method as the way its done in Torque.
#6
Normally, I'd rather have stuff in the dialog box that I can rip out (purely due to it being easier/quicker to rip stuff out than to put in) but having said that, I've just had a look at the new core/scripts/client/defaults.cs to see how the new Options menus work, and that seems to be the best place for an individual dev to make these decisions.
02/12/2010 (6:37 pm)
@TomNormally, I'd rather have stuff in the dialog box that I can rip out (purely due to it being easier/quicker to rip stuff out than to put in) but having said that, I've just had a look at the new core/scripts/client/defaults.cs to see how the new Options menus work, and that seems to be the best place for an individual dev to make these decisions.
#7
$pref::PostEffect::EdgeAA = 1 in scripts/client/prefs.cs
$pref::PostEffect::EdgeAA = true in core/scripts/client/defaults.cs
...still no edgeaa
what am I missing?
04/29/2010 (7:50 am)
I'm not able to get these to turn on, e.g. $pref::PostEffect::EdgeAA = 1 in scripts/client/prefs.cs
$pref::PostEffect::EdgeAA = true in core/scripts/client/defaults.cs
...still no edgeaa
what am I missing?
#8
04/29/2010 (1:33 pm)
Heh, started working when I checked out a new project. So I think you need to delete prefs.cs and make the changes in defaults.cs. Glad to know that the postfx still work
Associate Steve Acaster
[YorkshireRifles.com]
edit:
There is of course an unfilled "Effect Quality" drop-down-menu in the Options Dialogue, I'd wager a shiny guinea that it may be related at some point in the future.