Guest Posted June 23, 2014 Posted June 23, 2014 So the refraction built for fire effects is fugly? Refraction uses the normals for it's strength, toning them down with brightness/contrast may help. They look really strong in this weather.
TechAngel85 Posted June 23, 2014 Posted June 23, 2014 It looks like it's reflecting the snow as if the snow had a light source or as if the icicles were mirrors; however, those are not the reasons. It's doing that because during snowy weather the snow passes right though objects. Seriously! TFC at the college and get up next to the wall and watch the snow from the side. It appears to be blowing right through the wall...because it does. It's doing the same thing to the icicles and; thus, creating that strobe effect as it's passing through. This will most likely end up being a limitation of the engine and not fixable. It would be nice if an author could make a mod that caused objects to be solid where the weather is concerned. Meaning if it's snowing sideways like it could at the college then snow would build up on one side of the building more than the other and you wouldn't get the snow actually ignoring the solid structure as if it was magic snow and passing right through the objects.
DoubleYou Posted June 23, 2014 Posted June 23, 2014 I actually don't have much of an issue with the snowflakes reflecting. It's the transition from refraction to non-refraction. Check around 2:20.
TechAngel85 Posted June 23, 2014 Posted June 23, 2014 That's already been stated as an issue earlier on (by me). It happens when any invisible mesh is in front of your view of the icicles. (torches, flames, magic light from college, etc). It's also documented on the author's mod page. Nothing can be done about it as it's an engine limitation. EDIT:...and yes, this also affects the your giant summoned ice man...
Octopuss Posted June 23, 2014 Posted June 23, 2014 I see it now.Fortunately I never look down when running around, so the pros of the mod still outweight this by far :P
Aiyen Posted June 23, 2014 Posted June 23, 2014 Yeah it is just another reason not really to use the refracting shader on anything with a relatively large size since the amount of bugs that come with it is rather huge... Works sort of nicely on smaller objects though.
DoYouEvenModBro Posted June 26, 2014 Posted June 26, 2014 I might as well help out Aiyen now if I can. Here actually for all who are deemed unworthy to enter said forum: sp_glacier shiznit.7z Also I left my rock textures on Rocking Two by Aron if you want to look at them too. I saw you there Owl!Are you going to post this to the nexus? Or is it still a WIP?
EssArrBee Posted June 27, 2014 Posted June 27, 2014 I vote to wait for Aiyen or SP to do a nice little mod that covers the same stuff and this. I say drop this from testing and pick it back up after 2.2.9 comes out. We need to move forward and there is no reason we cannot return to this mod after we finalize 2.2.9.
TechAngel85 Posted June 27, 2014 Posted June 27, 2014 No need to drop it if we're going to come back to it. Just leave it in testing for us to return to after 2.2.9.
EssArrBee Posted June 27, 2014 Posted June 27, 2014 I actually meant just remove the testing tag until we get finished with the next guide update.
TechAngel85 Posted June 27, 2014 Posted June 27, 2014 That's what I meant as well. If we're just going to come back to it there is no need to remove the testing tag. It'll just at as a reminder that we're not finish with it yet. It's not going to hurt anything to keep the testing tags on mods through a release and into a new one. We do it all the time.
EssArrBee Posted June 27, 2014 Posted June 27, 2014 Oh, well I thought removing the tags was part of the work flow checklist thing we used to start finalizing an update.
TechAngel85 Posted June 27, 2014 Posted June 27, 2014 Procedure: https://forum.step-project.com/topic/1912-update-procedure/ (probably needs some updating with the new forum and all) Only if we're done with them completely and they've been decided to not be put in STEP. I think we've left mods in testing for just about every release I've been a part of.
EssArrBee Posted June 27, 2014 Posted June 27, 2014 Yeah that's the thread. Alright I'll keep that handy. We can just leave these in testing that way I don't forget about them.
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