#4336916 - 02/13/17 03:49 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: May 2001
Posts: 1,827
Panama Red
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Posts: 1,827
Irmo, SC, USA
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I fly through volumetric clouds all the time in WOFF, so they are already there.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4336946 - 02/13/17 05:45 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: May 2001
Posts: 1,827
Panama Red
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Irmo, SC, USA
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Steve_F: If you are not happy with the current WOFF clouds, then it sounds like you are going to learn how to mod them to be happy.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4336967 - 02/13/17 07:04 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: Dec 2000
Posts: 3,118
Brigstock
Senior Member
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Senior Member
Joined: Dec 2000
Posts: 3,118
London, England
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Steve_F: If you are not happy with the current WOFF clouds, then it sounds like you are going to learn how to mod them to be happy. Fella asks a simple question, gets a smart arse reply. Welcome to WOFF. Now back on topic. Were there any plans to introduce volumetric clouds. I know it wont be a simple modding process of editing some images. This would require access to the code and a bit of a rewrite (understatement) Or failing that a mod that can lift the clouds out of the area of combat during missions. Banjo, JJJ65 thanks for the sensible responses. 40LM may have a solution or at least point name in the right direction. I can live with 2d clouds as long as they are above me
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#4336973 - 02/13/17 07:12 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: Sep 2012
Posts: 418
AnKor
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Russia
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I never looked into CFS3/WOFF weather system, maybe it is possible to "construct" a cloud consisting of a hundred of smaller sprites that will look less flat when you fly near, but most likely it will be ugly and slow.
So you are right - completely new code is needed to support them. I did some research regarding volumetric clouds in my shaders and I think it is doable, but really a lot work.
ADDED By the way, it is an interesting idea to keep current clouds in the distance but add some volume to them when you get close. I thought about it already, it is far from perfect, but probably easier to implement than full replacement. The main problem is how to match 3D cloud to existing 2D texture.
Last edited by AnKor; 02/13/17 07:15 PM.
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#4336975 - 02/13/17 07:17 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: May 2001
Posts: 1,827
Panama Red
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Member
Joined: May 2001
Posts: 1,827
Irmo, SC, USA
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To answer your simple question, the Dev's said a while back that they have zero plans on introducing any new "volumetric" clouds due to a number of problems that they had no interest in pursuing.
This is why I said that if you did not like them you were free to work on a mod to change them just like the rest of us who have modded lots things we did not like in WOFF to suit what we wanted.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4336977 - 02/13/17 07:22 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: Jan 2016
Posts: 945
kksnowbear
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Posts: 945
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Fella asks a simple question, gets a smart arse reply. Welcome to WOFF. Welcome, indeed. I believe it's been brought up before and the Devs stated it wouldn't be done. At the time, I seem to recall their citing that they felt the coulds in this sim were actually better than the volumetric types, though I don't want to misrepresent what was actually said. I believe that, for the exact reason JJJ gives above, that it's unlikely they (OBD) are able to do it. Like others (and most, I suspect) I would also like to see volumetric clouds as well. Provided it won't cause other issues, of course. But I took the response from OBD back at that time as a fairly firm indication it wouldn't be happening - which is too bad.
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#4336979 - 02/13/17 07:25 PM
Re: Volumetric Clouds
[Re: AnKor]
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Joined: Dec 2000
Posts: 3,118
Brigstock
Senior Member
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Senior Member
Joined: Dec 2000
Posts: 3,118
London, England
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I never looked into CFS3/WOFF weather system, maybe it is possible to "construct" a cloud consisting of a hundred of smaller sprites that will look less flat when you fly near, but most likely it will be ugly and slow. That sound like a real resource hog that 3dMark might buy off you to stress test graphics cards So you are right - completely new code is needed to support them. I did some research regarding volumetric clouds in my shaders and I think it is doable, but really a lot work. I had already come to that conclusion, the engine would need a hell of a lot of recoding and cfs3.exe recompling. Not sure what sort of deal OBD have with MS, but my guess is it doesn't go as deep as rewriting the code. By the way, it is an interesting idea to keep current clouds in the distance but add some volume to them when you get close. I thought about it already, it is far from perfect, but probably easier to implement than full replacement. The main problem is how to match 3D cloud to existing 2D texture.
I can see that would be problematic as well , the jump from 2d to 3d will be hard to match without the clouds popping in front of you. I think my best bet would be to see if I can find a way to lift the cloud height in each mission or play the prima dona and only fly in ideal conditions. High clouds, good visibilty and blue sky.
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#4336981 - 02/13/17 07:35 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: May 2001
Posts: 1,827
Panama Red
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Member
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Irmo, SC, USA
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Steve_F: Now that you can mod that very easily. All you have to do is change the weather patterns in the historical weather files to all clear or high altitude clouds and there goes all your cloud problems.
CPU = i9 11900K GPU = RTX 3080 Ti Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
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#4336984 - 02/13/17 07:43 PM
Re: Volumetric Clouds
[Re: Brigstock]
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Joined: Jun 2014
Posts: 1,595
OldHat
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I think my best bet would be to see if I can find a way to lift the cloud height in each mission or play the prima dona and only fly in ideal conditions. High clouds, good visibilty and blue sky.
Steve_F, Welcome to WOFF Modding (I hope that's your intention)
There are a couple of ways to do it, but I'm guessing this will work.
1. Enable ME in workshop 2. Start your mission 3. Alt-tab out of WOFF 4. Go to \OBDSoftware\WOFF\OBDWW1 Over Flanders Fields\weather 5. Open OFFDynamicMissionWeather.xml with a text editor 6. Tedious part -> adjust all MinAltitude= MaxAltitude= values to 3000 or above
This should retain the variable weather inside the game, but keep those clouds up high.
Last edited by OldHat; 02/13/17 07:47 PM.
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#4337049 - 02/13/17 09:28 PM
Re: Volumetric Clouds
[Re: Banjoman]
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Joined: Jan 2009
Posts: 4,433
Hellshade
Hellshade
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Hellshade
Senior Member
Joined: Jan 2009
Posts: 4,433
Florida
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Ankor, if you could work your magic on the clouds I would definitely buy you some tacos next time you are in Guatemala. I'd donate to the 3D clouds fund. WOFF UEs 2D clouds look awesome (especially with 40LMs high res mod) when viewed from afar. The clipping when flying through them is immersion breaking. Then again, 3D clouds tend to look very 'generic' from far away, but are more exciting to fly through. Kind of a mixed bag either way, IMHO.
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