BGS - The BackgroundSet

Discussion and information relevant to creating special missions, new ships, skins etc.

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Svengali
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Re: BGS - The BackgroundSet

Post by Svengali » Tue May 26, 2015 2:55 pm


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Re: BGS - The BackgroundSet

Post by Cody » Tue May 26, 2015 3:12 pm

Nope, no better - smooth though! We need someone else to test these too, as I suppose there's always a chance that I'm doing it wrong.
Dropping new files into OXZs ain't as simple as it once was.

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Re: BGS - The BackgroundSet

Post by another_commander » Tue May 26, 2015 3:18 pm

@Cody: You are not doing it wrong, I have exactly the same symptom with all iterations of the shader and on a different gfx chip (you are running on NVidia, I am running on Intel HD).

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Re: BGS - The BackgroundSet

Post by Cody » Tue May 26, 2015 3:24 pm

Phew... thanks, Admiral.

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Re: BGS - The BackgroundSet

Post by Getafix » Tue May 26, 2015 3:27 pm

Cody wrote:...We need someone else to test these too...
You are not alone amigo!

Same behavior here with Intel HD 4K (edit: not tested v3 though yet). Will test with nVidia when possible.
Seems the stutter is happening when OOniverse is populated with objects.

EDIT #2: Tested with v3. Same behavior 2 quarters appear only. Some stutter when ooniverse populates. To explain:
1. effect starts
2. after a couple of seconds the effect stutters and gamma changes immediately (yes, because I have the sun in front of me)
3. effect continues almost perfectly (for the eye that doesn't look for a flaw)

Note that testing is performed with no other OXPs (just BGS and CCL).
"Any sufficiently advanced information is indistinguishable from noise." [Newman, Lachmann, Moore]

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Re: BGS - The BackgroundSet

Post by kanthoney » Tue May 26, 2015 5:23 pm

Is the problem with this line:

Code: Select all

float api = sqrt(cen.y/cen.x);
If either x or y are negative (but not both) you end up trying to take the square root of a negative number.

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Re: BGS - The BackgroundSet

Post by Norby » Tue May 26, 2015 8:16 pm

My fix based on kanthoney's idea and mixed together the old and new bgs_hyper.png for more colored effect.

Start:
Image

End:
Image

Misjump:
Image

This was the previous effect for comparsion:
Image

I can put into the BGS if no more problem.

Edit: new link with the final texture.
Last edited by Norby on Tue May 26, 2015 8:36 pm, edited 1 time in total.

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Re: BGS - The BackgroundSet

Post by CaptSolo » Tue May 26, 2015 8:20 pm

Wow, that looks spectacular, Norby. Good work!

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Re: BGS - The BackgroundSet

Post by Cody » Tue May 26, 2015 8:33 pm

Very nice, Norby, that works and looks great - but still has the stutter within the wormhole.

Suggestion: make the misjump more distinctive, as per the original - more red!

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Re: BGS - The BackgroundSet

Post by Norby » Tue May 26, 2015 9:27 pm

Cody wrote:make the misjump more distinctive, as per the original - more red!
Like this?
Image

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Re: BGS - The BackgroundSet

Post by another_commander » Tue May 26, 2015 9:32 pm

Norby wrote:
Cody wrote:make the misjump more distinctive, as per the original - more red!
Like this?
Image
Yeah, put a unicorn and a few rainbows in there and we're good to go :-P

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Re: BGS - The BackgroundSet

Post by Redspear » Tue May 26, 2015 9:54 pm

WOW :shock: ...

Not tried it yet but I suspect it would induce Dr.Who flashbacks (in a good way).
Awesome work folks :D
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Re: BGS - The BackgroundSet

Post by Cody » Tue May 26, 2015 9:58 pm

Looks great in-game - though perhaps a trifle too red now. Maybe I'll attempt to colourise it. <chortles> Thanks, Norby - very cool.

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Re: BGS - The BackgroundSet

Post by Svengali » Tue May 26, 2015 10:02 pm

*shakes head*

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Re: BGS - The BackgroundSet

Post by Getafix » Tue May 26, 2015 10:07 pm

Checked OK. 8)
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