Early Weather, Film Grain, Brightness/Contrast

Published November 26, 2009
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Hey guys, figured I'd post this stuff up before I get too back logged...I want to post new HD videos showing the Beach Assault gameplay, the weather, the construction cave, the walking robot, and all the new things I've added since August ... the game should be back in a showable state any time now....so get ready :-o

Higher resolution grass...and some WIP screens
I realized I was using a veeeery low resolution version of my grass texture in the previous screenshots, I really didn't notice until I ran the game @ 1680x1050+ resolution, but it makes a huge difference in the quality.

These screenshots are resized from 1680x1050...in-case you didn't know everything is 100% dynamic from the time of day & sky, to the grass...




Early Dynamic Weather System Progress
I've been working on sky rendering for many years [ like most people ], it's really funny to me that I've essentially digressed all the way back to a technique I was using in my engine around 2005-ish [ for the main/large clouds ]. I'm now using imposters for distant clouds, fading skyboxes for night and for storms, and scrolling animated procedural clouds for lower layer of clouds. I thinned the lower layer out and added the big clouds in the background for 'cloudy' days.

My weather system is generated at the start of each game, and basically cycles through 64 randomly generated weather states. I tied a lot of the effects directly into the time animation system so clouds speed up while the sun shoots across the sky @ 8x speed, it looks neat. I also added cloud shadowing on the terrain, which really enhances the time lapse effect.

The combinations of weather conditions -
Clear/Day
Cloudy/Day
Overcast/Day
Raining/Day
Storming/Day
Clear/Night
Cloudy/Night
Overcast/Night
Raining/Night
Storming/Night

I'll release a HD video of the weather system [ in addition to many other videos ] before the release of BETA 2.0 ... it will show the time-lapse effects of my game engine, and all the weather effects that I'm still working on and have not shown yet.

Here is a collection of screenshots showing the new cloud system, all rain/clouds are dynamic and part of the sky system. None of these screens show the particle based rain, or any other effects...these are just screenshots of the backgrounds in each situation.

I'll also post screenshots of fog/overcast/storms in the next update.


Film Grain/Brightness/Contrast/Saturation post-processes
Ok I've been playing Left4Dead2 a lot xD...not sure if you noticed the subtle film grain, or improved coloring in the above images...but IMO it's a huuuge improvement over before. I've added film grain, brightness, contrast, and saturation post processes into my engine this morning. The effects are 100% adjustable in real-time by going to the options window, you can slide the % bars and see the results in the game world.

Here are some screenshots of the effects in full-strength, I can desaturate the scene and give an old film footage look, it works great. These screenshots look like stills from old color footage taken in the '40s - '50s ... it's not nearly as noticible in-game since it's animated. And it does add a lot of realism and a 'gritty' feel to the scenes...again the effect isn't this strong by default but if the player likes it they can set everything to be like this.

*note the grass in these screenshots is the 'old' low resolution one...




Here is how the scenes look with JUST the film grain and new clouds [ if you want screenshots without any of that just look at any of the game's older screenshots ] .... anyways, you can see how dull the game's colors were before. It was especially bad @ noon.


- Dan
0 likes 11 comments

Comments

moose517
looking good, like the new effect and i'm soooo glad you made the film grain effect setable, first thing i do in L4D is turn it all the way down LOL.
November 26, 2009 02:28 PM
evolutional
I quite like the grain effect, what's it like in motion?
November 26, 2009 03:57 PM
dgreen02
Quote:Original post by evolutional
I quite like the grain effect, what's it like in motion?


It's animated, it looks just like the real thing ... and almost the same as the effect in Left4Dead series except I don't fade the grain amount based on the distance from the viewer like they do.
November 26, 2009 08:59 PM
Ysaneya
While you are on post-processing effects a la L4D, I'd suggest to use some subtle vignetting. It's super easy to implement but it really helps to give a "movie" look to your game.
November 27, 2009 03:46 AM
dgreen02
Quote:Original post by Ysaneya
While you are on post-processing effects a la L4D, I'd suggest to use some subtle vignetting. It's super easy to implement but it really helps to give a "movie" look to your game.


Ah, very true I did notice that effect ingame as well, thanks for reminding me. I was going to use it to reduce overbloom/overwhite on skies when driving through dark areas before I got the contrast 'under control' :-p, and the effect seems simple enough to implement.
November 27, 2009 06:20 AM
roel
Vignetting is very important indeed. The most convincing retro film effect I saw is here: http://www.gamedev.net/community/forums/topic.asp?topic_id=531608 You can find some details in the sheets of the talk "behind elevated".
November 27, 2009 08:30 AM
Jason Z
Looking good as usual. I'm curious - what is the minimum spec for your engine? Your games look great, but I assume there is some fall back configurations too, right?
November 27, 2009 03:41 PM
dgreen02
Quote:Original post by Jason Z
Looking good as usual. I'm curious - what is the minimum spec for your engine? Your games look great, but I assume there is some fall back configurations too, right?


Thanks. The only real 'requirement' is a SM 3.0 card. Memory wise the game consumes ~256MB total memory @ lowest texture settings. In terms of shaders I have 3 layers of fallbacks for effects. The shaders all compile @ 3.0 , but the lower detail fallback shaders could easily compile @ SM 2.0 or below [ though my version of DirectX only lets me compile SM 2.0+ ].

Plus I decided a few years ago, that I was going to require SM 3.0 for Urban Empires & Warbots Online - for development simplicity. I don't think that's too crazy in this day and age.

I've been developing on a set of computers I purchased in 2007 - these are what I'd reqire to run the game @ full settings / detail / everything

Processor - Core2Duo @ 2.4Ghz
Video - 8800GTS 640MB / 8800GTX 768MB / 9800GTX+ 512MB
Memory - 2GB / 4GB
OS - XP/Vista/Windows7

My every day dev machines are basically the same processor with those 3 video cards in each one, and 2-4GB of RAM. I've also got an array of 5 or so 'lower' test machines behind me with some very old SM3.0 compliant video cards that I test the game on once in a blue moon just to see 'how bad' it is @ full detail on a slow computer :-D

So basically, I've not set in stone on a minimum spec yet :-p but it'll be similar to the games released in the 'current generation'.
November 27, 2009 04:16 PM
Hypnotron
speaking of Urban Empires, when are you going to resume development? Didn't you have a publisher for that? What happened with them? Are they still waiting for you to finish whenever it's done?
November 29, 2009 03:07 AM
dgreen02
Quote:Original post by Hypnotron
speaking of Urban Empires, when are you going to resume development? Didn't you have a publisher for that? What happened with them? Are they still waiting for you to finish whenever it's done?


I'm still working on it, not 100% & I'm not showing anything publicly, but that will change soon.

Yes I have a publisher for it, yes they have to wait until it's done ;-)

I now have the skills to actually pull off the project, if I'd released it in 2006/2007 not only would it have been a complete technical failure, the game was simply not done right. Now I have ~20GB of all the artwork completed on the project, I just have to make another pass on the technology behind the game and it should be good to go. I'm looking forward to getting back to Urban Empires - I need to finish Warbots first though, both as a technical test for what I've been working on over the last 5-6 years and for a lot of other reasons :-o
November 29, 2009 08:28 AM
dgreen02
Well I added some vignetting the other day. I'll probably post these in the next update, or have newer ones.

Effect at maximum -






Fog -

November 29, 2009 11:47 AM
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