Adding atmospheric effects: Source code stuff


(FFSturm) #1

Hello everybody! I’m developing a project for Rtcw and right now I’ve managed to add some stuff. (even being limited with the polycount and stuff).
I’ve seen a mod called Degeneration with uses atmospheric effects.
I followed the tutorial:
http://www.quake3hut.co.uk/q3coding/Source%20Atmospheric%20Effects.htm

And i got some nasty bugs with cg_Atmospheric.c file. I tried a lot of stuff and when the compile was ok, nothing appeared in the map with the correct atmosphere settings (similar to et worldspawn ones). I’ve got the assets and stuff.

(Problems in
if ( !cg_addMarks.integer ) {
return;
}

being undeclared and stuff like that)

Would you explain me what is wrong and how can i fix it?
Cheers

P.S: If you want to take a look to my project’s source just pm me


(-SSF-Sage) #2

[QUOTE=FFSturm;219541](even being limited with the polycount and stuff).
[/QUOTE]

Sorry for completely offtopic post. In case you are working on SP, you should fix the bug where dead bodies are not blocked by visibility. You would get like 35% better performance for a starter, would be good to start adding effects then…


(FFSturm) #3

Yes, i am working on both SP and MP.
About the “dead bodies are not blocked by visibility”, dunno what are you talking about :smiley: I’ve not experienced it at all.

Explain it to me a little bit more so maybe I can do something about it.

Offtopic: The main problem i have with the MP its the limit of 1024 polys while the sp allow me like 4096, but nothing really serious right now. I am more concerning about the atmospheric effects, because adding Weapons wasn’t that hard at all…


(dutchmeat) #4

I haven’t checked this, but I think cg_addMarks is not part of the RTCW cvar list.
If you want to add cg_addMarks to the list, you have to do exactly what the tutorial says on the other cvars, Just like
vmCvar_t cg_lowEffects;
you also add
vmCvar_t cg_addMarks;

OR you decide to remove the

if (cg_addmarks)
{
return;
}

check.


(-SSF-Sage) #5

The dead player models are drawn by the engine no matter where they are in the map (if you are facing towards them ofc), while other states are not. It means that the engine has to drawn approx. 20 player models extra in the end.

20 extra player models drawn would be approximately around 60-75% of the triangles drawn at worst spot. That would mean if you fixed the bug you could lower the minimum requirements by about 35% (don’t ask for the math tho). Or as an opposite, add 35% more stuff. Not that it would be a big deal on nowadays technology but a lot of (the target) people still has a computer that barely runs W-ET.

But in case you don’t know about vis and stuff already, I would just skip the whole thing. It’s not like it mattered too much in RTCW anyway. Was just a tip to get cheap performance boost. I don’t know how much trouble it would be to fix tho.

This only applies in the SP ofc. Because in MP the dead player models are removed for obvious reasons. These numbers are sophisticated guesses based on series of testing on the vanilla game.


(FFSturm) #6

[QUOTE={SSF}Sage;219670]The dead player models are drawn by the engine no matter where they are in the map (if you are facing towards them ofc), while other states are not. It means that the engine has to drawn approx. 20 player models extra in the end.

20 extra player models drawn would be approximately around 60-75% of the triangles drawn at worst spot. That would mean if you fixed the bug you could lower the minimum requirements by about 35% (don’t ask for the math tho). Or as an opposite, add 35% more stuff. Not that it would be a big deal on nowadays technology but a lot of (the target) people still has a computer that barely runs W-ET.

But in case you don’t know about vis and stuff already, I would just skip the whole thing. It’s not like it mattered too much in RTCW anyway. Was just a tip to get cheap performance boost. I don’t know how much trouble it would be to fix tho.

This only applies in the SP ofc. Because in MP the dead player models are removed for obvious reasons. These numbers are sophisticated guesses based on series of testing on the vanilla game.[/QUOTE]

Got what you mean and it’s posible to add it. Gonna try it

@dutchmeat: I will take it a look

Problems fixed**
Poly per surface fixed**
Dead bodys are auto gibbed periodically**

Still no way to make the atmosphere to work :frowning:
Does anyone still have degeneration atmospheric effect source?