View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005796||The Dark Mod||Design/Coding||public||03.11.2021 23:08||10.01.2022 17:15|
|Platform||PC||OS||Windows||OS Version||10 (21H1)|
|Product Version||TDM 2.09|
|Summary||0005796: Envshot is broken again - 2.10 x64|
|Description||Please see 0005215, 0004868 for how to reproduce. I have attached a test map .pk with all the files required for testing|
|Tags||No tags attached.|
envshot.7z (3,891,228 bytes)
Did it work properly in 2.09?
If not, then when was the last time it worked properly? =)
As an end user, I can't remember when it last worked. But in the above related bug trackers it worked in rev 7581 & 8673.
I attached a test mission that has everything needed diagnose the issue.
Sorry feel a I have had to reopen this tracker as I found a problem, it seems that no matter which direction your facing when you take an ENVSHOT, the game will always have the ENVSHOT face the same direction. So this pretty much renders the function unusable if the mapper cant specify the direction they want the projection to face when taking the shot etc.
Isn't it how things should work?
You set position, then take envmap: then you get full cubemap of the fixed orientation.
Then you apply it to some object, and its replicates the orientation that was originally used.
As fare as I understand it no, The ENVSHOT should always point in the direct I took the ENVSHOT in.
But what is currently happening is regardless of how I set position, then take ENVSHOT. The cubemap chooses its own orientation in-game, not the orientation/direction I chose when taking the ENVSHOT.
If player orientation is taken into account, then aligning env shot would be much harder.
Mapper needs to use setviewpos to produce an axis-aligned cubemap, otherwise he gets something at least slightly rotated.
If the mapper is using ENVSHOT to create fake interiors then the test map with said interior can be rotated prior to taking ENVSHOT.
If the mapper want to create an fake interior/exterior from an existing map they are working it would save a lot of time to not have to create a prefab, place it in a testmap, roatate and then take an ENVSHOT.
For example I just tried to the above in my current WIP, the viewpos I wanted was (603.38 -328.58 81.79 1.1 174.3 0.0), what I got in-game was (603.38 -328.58 81.79 -0.2 -1.4 0.0).
Why do you need rotated env map in the first place?
Given that env map captures full surroundings, wouldn't it be easier to record envmap in standard orientation and then apply it in the same orientation on some object?
I admit I don't know well how are env map used.
Just to compare: when engine generates shadow map, it always computed in fixed orientation in world space, and all usages also use this orientation.
It is must simpler than trying to add all kind of world-light rotations.
|Typically when you take an ENVSHOT to create a fake interior/room, you want the view to be of looking into said room through a windo. So when the mapper takes and ENVSHOT its with his back to this window.|
|Ok, so it probably not even a cubemap, just some texture to be used on projected light?|
|Not a light, but a patch to be placed inside a window. Have a look at Kvorning's Lords & Legacy, he had the right idea, but had to do it the hard way by building lots of inaccessible interiors.|
Cool if you can get it working :)
Sounds sorta like:
|Yeah exactly this!|
|I don't think that application is very typical and I do not recall envshots ever working with the player view like that. If anything I'd peg this (note 0014656) as a feature request rather than a bug. That said, I'm not opposed to it; if it's a command line argument to envshot the same way "noflood" is to dmap it will certainly provide more flexibility.|
I think it was written on Discord that envshot already has "playerView" optional parameter, which does take player orientation into account.
If it works as intended, I think this issue can be closed (as resolved)...
|@Stgatilov, player view only partly fixed it, the view was facing the correct way but was flipped from left to right.|
|03.11.2021 23:08||Bikerdude||New Issue|
|03.11.2021 23:08||Bikerdude||File Added: envshot.7z|
|03.11.2021 23:09||Bikerdude||Relationship added||related to 0005215|
|03.11.2021 23:09||Bikerdude||Relationship added||related to 0004868|
|11.12.2021 14:15||stgatilov||Note Added: 0014583|
|12.12.2021 10:54||Bikerdude||Note Added: 0014585|
|17.12.2021 04:55||duzenko||Assigned To||=> duzenko|
|17.12.2021 04:55||duzenko||Status||new => assigned|
|17.12.2021 09:20||duzenko||Status||assigned => resolved|
|17.12.2021 09:20||duzenko||Resolution||open => fixed|
|17.12.2021 09:20||duzenko||Note Added: 0014592|
|07.01.2022 12:41||Bikerdude||Status||resolved => feedback|
|07.01.2022 12:41||Bikerdude||Resolution||fixed => reopened|
|07.01.2022 12:41||Bikerdude||Note Added: 0014652|
|07.01.2022 13:47||stgatilov||Note Added: 0014653|
|07.01.2022 14:23||Bikerdude||Note Added: 0014654|
|07.01.2022 14:23||Bikerdude||Status||feedback => assigned|
|07.01.2022 14:35||stgatilov||Note Added: 0014655|
|07.01.2022 14:48||Bikerdude||Note Added: 0014656|
|07.01.2022 15:23||stgatilov||Note Added: 0014657|
|07.01.2022 16:36||Bikerdude||Note Added: 0014658|
|07.01.2022 17:21||stgatilov||Note Added: 0014659|
|07.01.2022 19:44||Bikerdude||Note Added: 0014660|
|07.01.2022 20:29||nbohr1more||Note Added: 0014661|
|08.01.2022 00:01||Bikerdude||Note Added: 0014662|
|10.01.2022 13:50||Spooks||Note Added: 0014664|
|10.01.2022 14:02||Bikerdude||Severity||normal => feature|
|10.01.2022 15:09||stgatilov||Note Added: 0014665|
|10.01.2022 17:15||Bikerdude||Note Added: 0014666|