A curious graphical error
Moderators: GSH, VSMIT, Red Devil, Commando
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- Sober Scav
- Posts: 21
- Joined: Tue Mar 01, 2011 1:47 am
A curious graphical error
So it's been a long while since I played BZ2 but I came across a curious graphical error that I can certainly attest to not being there the last time I played.
http://i24.photobucket.com/albums/c47/J ... cerror.jpg
The error is just a cosmetic thing but it's a bit annoying nevertheless. It also seems to occur with the trees of Mire. Any texture that has some sort of translucency seems to be affected where textures behind it completely occlude the geometry in front of it, like in these crystals.
I remember these being rendered perfectly in the original BZ2 v. 1.2 and in later 1.3 beta patches.
Any idea on if this could be caused by a certain setting?
EDIT:
I'm on 64-bit Windows 7
Intel Core 2 Duo 3.0 ghz
Dual Nvidia 8800 GTX in SLI
I do believe I have the latest non-beta drivers from Nvidia
4 GB RAM
http://i24.photobucket.com/albums/c47/J ... cerror.jpg
The error is just a cosmetic thing but it's a bit annoying nevertheless. It also seems to occur with the trees of Mire. Any texture that has some sort of translucency seems to be affected where textures behind it completely occlude the geometry in front of it, like in these crystals.
I remember these being rendered perfectly in the original BZ2 v. 1.2 and in later 1.3 beta patches.
Any idea on if this could be caused by a certain setting?
EDIT:
I'm on 64-bit Windows 7
Intel Core 2 Duo 3.0 ghz
Dual Nvidia 8800 GTX in SLI
I do believe I have the latest non-beta drivers from Nvidia
4 GB RAM
Re: A curious graphical error
I thought that had been around for ages. I'd always attributed it to an engine foible.
Re: A curious graphical error
BZ2's artwork was not always designed for use outside of renders in XSI. When there are multiple overlapping transparent pieces (from the camera's perspective), then you have to submit each chunk individually. BZ2 does work to properly sort the submitted transparent items and draw them back to front -- this is how particle effects blend with each other. But, BZ2's models sometimes put way too much in one draw chunk, and then there are polygons drawing out of order simply because they can't be sorted before DirectX.
Ideally, such models need to be broken up into separate chunks, one per branch of the crystal. Then, the sorting would work better most of the time. But, that requires art time, etc.
-- GSH
Ideally, such models need to be broken up into separate chunks, one per branch of the crystal. Then, the sorting would work better most of the time. But, that requires art time, etc.
-- GSH
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- Sober Scav
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Re: A curious graphical error
Another error I noticed is that underwater, absolutely nothing above water except for the terrain is rendered.
There has to be something with the code introduced since, since this error does not present itself in version 1.2
http://i24.photobucket.com/albums/c47/J ... ics1-2.jpg
Is it possible that this could be fixed through a configuration? Or perhaps the next public beta could resolve this issue?
There has to be something with the code introduced since, since this error does not present itself in version 1.2
http://i24.photobucket.com/albums/c47/J ... ics1-2.jpg
Is it possible that this could be fixed through a configuration? Or perhaps the next public beta could resolve this issue?
- S.cavA.rmyG.en
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Re: A curious graphical error
I have seen some thing like this with ondence where it will not render under water but I have not seen any thing happen with buildings.JoeCapricorn wrote:Another error I noticed is that underwater, absolutely nothing above water except for the terrain is rendered.
There has to be something with the code introduced since, since this error does not present itself in version 1.2
http://i24.photobucket.com/albums/c47/J ... ics1-2.jpg
Is it possible that this could be fixed through a configuration? Or perhaps the next public beta could resolve this issue?
I have seen some strange things happen to trees and other plants.
I don't see any good rezen to rebuild every stock model to fix this small problem right now.
Re: A curious graphical error
Known bug. Tough fix.JoeCapricorn wrote: The error is just a cosmetic thing but it's a bit annoying nevertheless. It also seems to occur with the trees of Mire. Any texture that has some sort of translucency seems to be affected where textures behind it completely occlude the geometry in front of it, like in these crystals.
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- Sober Scav
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Re: A curious graphical error
So is there any solution to the error with nothing above water being rendered while viewing from under water?
There could be a way to fix the rendering of the crystals too, somehow the rendering process worked fine for patch 1.2
Maybe it could be possible to have an option for some legacy rendering features?
There could be a way to fix the rendering of the crystals too, somehow the rendering process worked fine for patch 1.2
Maybe it could be possible to have an option for some legacy rendering features?
Re: A curious graphical error
Since we're running on DX9 now, "legacy rendering", as you put it, is unlikely.
Re: A curious graphical error
Rendering is not some sort of thing you can easily put a magic legacy option in for.
Re: A curious graphical error
Two points:
1) The software transform & lighting code from 1.0-1.3pb4a is gone and not coming back. Period.
2) I can see above-water things just fine when underwater in 1.3.6.2 here. I loaded IA Dunes, hopped underwater in the nearby lake, and took a screenshot. Note the recycler and palm trees which are over the water.
Savegame: http://matesfamily.org/bz2/Dunes_Under_Water.sav
There is one IA map that had to have its reflections tweaked to be more like 1.2, because even in 1.0-1.3pb4a it didn't look like others. But, that's a 1-off bad hack to try and be more bug-for-bug compatible with 1.0-1.3pb4a. As above, try other maps.
-- GSH
1) The software transform & lighting code from 1.0-1.3pb4a is gone and not coming back. Period.
2) I can see above-water things just fine when underwater in 1.3.6.2 here. I loaded IA Dunes, hopped underwater in the nearby lake, and took a screenshot. Note the recycler and palm trees which are over the water.

Savegame: http://matesfamily.org/bz2/Dunes_Under_Water.sav
There is one IA map that had to have its reflections tweaked to be more like 1.2, because even in 1.0-1.3pb4a it didn't look like others. But, that's a 1-off bad hack to try and be more bug-for-bug compatible with 1.0-1.3pb4a. As above, try other maps.
-- GSH
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- Sober Scav
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Re: A curious graphical error
Here's what I get - http://i24.photobucket.com/albums/c47/J ... rerror.jpg
I am facing some trees and a rock, anything above water is simply not rendered except for the terrain. The rock as you can see seems to have all of its polygons clipped above water.
Everything looks fine above water though.
I am facing some trees and a rock, anything above water is simply not rendered except for the terrain. The rock as you can see seems to have all of its polygons clipped above water.
Everything looks fine above water though.
Re: A curious graphical error
How are your graphics settings set?
Re: A curious graphical error
Your screenshot has a scion gun. Mine has an ISDF. Did you try my save, linked above?
-- GSH
-- GSH
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Re: A curious graphical error
I tried the save, get same result - everything above water isn't rendered.
Sky detail = High
Lights = All
Terrain = High
Local Fog = 100%
Weather = On
Reflections = On
EMBM Bumpmaps = On
Anisotropic Filtering = 8
Props = High
Shadows = Low
Particles = High
Objects = High
Targeted Object Background Detail = High
Chrome Far Objects = On
Terrain LOD = On
Refresh rate = 60 hz
Video Adapter = 24-bit
Backbuffer = 32-bit
Depth Buffer = 24-bit w/Stencil
Multisampling = 8
Multisampling quality = 2
Texture Size = Large
Wait for VSYNC = On
Triple Buffer = On
Specular Highlights = On
I'm going to mess with the settings to see if any fix the problem.
Sky detail = High
Lights = All
Terrain = High
Local Fog = 100%
Weather = On
Reflections = On
EMBM Bumpmaps = On
Anisotropic Filtering = 8
Props = High
Shadows = Low
Particles = High
Objects = High
Targeted Object Background Detail = High
Chrome Far Objects = On
Terrain LOD = On
Refresh rate = 60 hz
Video Adapter = 24-bit
Backbuffer = 32-bit
Depth Buffer = 24-bit w/Stencil
Multisampling = 8
Multisampling quality = 2
Texture Size = Large
Wait for VSYNC = On
Triple Buffer = On
Specular Highlights = On
I'm going to mess with the settings to see if any fix the problem.
- Red Devil
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Re: A curious graphical error
tried it using the editor? after tweaking the settings in render.cfg/render_editor.cfg?