View Full Version : When Halo lerps does it herp?
Not Inferno
April 26th, 2013, 07:30 PM
Derp derp.
How does Blam blend detail maps when it does linear interpolation? IE like the ground textures in the game.
When I lerp the detail maps and then multiply the result into the overall ground texture I get this result:
http://inferno.codebrainshideout.net/Images/dis nigga is dark.png
THAT SHIT IS DARK :gonk:
What does halo do to get such bright results? I can't imagine that they use addition but maybe?
Kornman00
April 26th, 2013, 10:54 PM
If you're going to use Java, at least use printf (http://web.cerritos.edu/jwilson/SitePages/java_language_resources/Java_printf_method_quick_reference.pdf)
Not Inferno
April 27th, 2013, 12:00 AM
If you're going to use Java, at least use printf (http://web.cerritos.edu/jwilson/SitePages/java_language_resources/Java_printf_method_quick_reference.pdf)
Really helpful bro. Really helpful.
Zeph
April 27th, 2013, 12:25 AM
THAT SHIT IS DARK :gonk:
What does halo do to get such bright results? I can't imagine that they use addition but maybe?
The lighting wasn't really accurate in Halo. Radiosity gave a nice bounce, but proper equations and shit wasn't really its thing. It was more of a should it be darker or lighter in here and how would the light bounce around a bit? Dynamic range wasn't really a thing back then.
That detail map that you're multiplying against means you're taking (x/255)% of the color information from the diffuse. One of the first things you learn in color theory is that black is a fucking strong pigment. A drop of black in a spoon full of white is enough to give you about 50% gray (probably even darker).
http://modreality.net/Multiplication.PNG
That's where your color/brightness went. Yellow is pretty much the brightest, so you can imagine how this translates to the darker colors.
Not Inferno
April 27th, 2013, 12:32 AM
The lighting wasn't really accurate in Halo. Radiosity gave a nice bounce, but proper equations and shit wasn't really its thing. It was more of a should it be darker or lighter in here and how would the light bounce around a bit? Dynamic range wasn't really a thing back then.
That detail map that you're multiplying against means you're taking (x/255)% of the color information from the diffuse. One of the first things you learn in color theory is that black is a fucking strong pigment. A drop of black in a spoon full of white is enough to give you about 50% gray (probably even darker).
*SNIP*
That's where your color/brightness went. Yellow is pretty much the brightest, so you can imagine how this translates to the darker colors.
Well that's pretty interesting. I have the option in my engine to allow light to be brighter than 1.0 before it's multiplied into the shader which could give the same effect halo has where shit gets really bright. The value for it is in the bsp file (lightMaxIntensity and lightMinIntensity) so I could tweak that from map to map easily.
I just kind of worry I might get to much bleaching of color if the maxIntensity is too high...
Zeph
April 27th, 2013, 12:56 AM
Yeah, never bleach a color. Keep it normal since loss of color is a horrible mistake. The idea here is to take x% of the color in one map and blend it over 100% of the base map. When you're using monochrome maps for further details you're essentially multiplying the detail map against the blended diffuse (if you've got a dark detail map here you're artistically wrong).
Also, that little multiply image I had in there is a great way to visualize the color space of your monitor. Swap the yellow for RGBCMY and see how much of a color's key range is visible (it'll look like a sudden jump from color to black or color to white). You can make cheat sheets on those and compare it against your engine's render results to see if your lighting works and/or your monitor just sucks.
Not Inferno
April 27th, 2013, 01:26 AM
Yeah, never bleach a color. Keep it normal since loss of color is a horrible mistake. The idea here is to take x% of the color in one map and blend it over 100% of the base map. When you're using monochrome maps for further details you're essentially multiplying the detail map against the blended diffuse (if you've got a dark detail map here you're artistically wrong).
Also, that little multiply image I had in there is a great way to visualize the color space of your monitor. Swap the yellow for RGBCMY and see how much of a color's key range is visible (it'll look like a sudden jump from color to black or color to white). You can make cheat sheets on those and compare it against your engine's render results to see if your lighting works and/or your monitor just sucks.
So in short, brighten the detail maps so they take less color out of the base. Right? I'm using default halo textures.
I understand how multiplying colors makes things darker. The closer to 1.0 each pixel is the less darkening will happen.
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