Bloom issues

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Bloom issues

Post Feb 29th '16, 20:59

Hi. I try enabling OpenGL bloom with the latest stable Aleph One build and it produces...Big, weird, colorful squares where blooming textures should be.

I'm running on an Intel HD 4400 with more-or-less up-to-date drivers. Any idea what could be wrong?
BrogFlasting

Post Mar 2nd '16, 02:58

Same problem here, although my graphics card's much more dated then yours (it doesn't even have a fan). If I'm not mistaken though, it's because the textures your using don't support bloom effects.
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 2nd '16, 09:05

I don't know what's causing that, but there are some ways to narrow down the possibilities. See if the issue occurs with all plugins disabled. See if it occurs with an older engine build. Verify there are no issues if the "Bloom Effects" rendering option is disabled, but the rest of the settings are the same. Lastly, post a screenshot to remove any confusion on precisely what you're seeing, as well as your operating system.
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Crater Creator

Post Mar 2nd '16, 18:35

Actually it's bump mapping that causes this issue, not bloom effects (at least on my computer anyway).
Anyways here are the pictures:
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RiseRobotRise_0000.png
M3/Mi
ExCathedra_0000.png
M2
Tryagain_0000.png
M1
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 2nd '16, 20:35

Thanks for the screenshots. That looks different from "big, weird, colorful squares where blooming textures should be" to me though. BrogFlasting, is this what you're seeing too?
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Crater Creator

Post Mar 3rd '16, 04:48

When I read the post, this is what I thought it was about. I notice these squares only on the AR and they are not always orange. I've looked all through my preferences tab options on Eternal and could find no mention of bloom. I haven't checked the others (1, 2, I, TI, etc) but don't ever remember seeing anything about bloom. I presumed it meant the flashes when the bullets struck something as with the ringlets and gear shaped objects in the attached screen shots.
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hf (3).png
hf (2).png
hf (1).png
I just play 'em; I don't know how they work.
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HelviusRufus

Post Mar 3rd '16, 20:12

I attached screenies from Marathon 2, Infinity, and Rubicon X for reference. As far as I know of it only happens with level geometry and skybox textures.

@HelviusRufus: I believe Eternal is packaged with an older Aleph One executable that doesn't have certain OpenGL options like bloom. (Alternatively you may be using the OpenGL Classic renderer instead of the Shader renderer.)
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WaterlooWaterpark_0000.png
NeCedeMalis_0000.png
ItBeginsWithAnEnding_0000.png
BrogFlasting

Post Mar 3rd '16, 20:40

Eternal is not packaged with any executable.

And if I had to guess, I would think the problem demonstrated in those screenshots has something to do with the rendering of partial transparency, as those yellow rectangles are the size of the partially-transparent sprites being drawn there, just with yellow instead of transparent.
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Pfhorrest
California

Post Mar 4th '16, 05:13

@ BrogFlasting, Spoonerist Maximus

As you say, I use classic because if I use shader the backgrounds/landscapes disappear (see screenshots).
I've never seen the big squares in your screenshots. (Well, I've seen them, but only in your screenshots not anywhere else).

@Pfhorrest
In gameplay, I interpret it as my visor enhancing my view by showing me a coverage pattern because of the infamous inaccuracy of the AR.
.
.
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Shader2.png
Shader
Shader1.png
Shader
Classic.png
Classic
I just play 'em; I don't know how they work.
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HelviusRufus

Post Mar 4th '16, 18:31

I think the colorful square effect might have to do with the image transparency. Here's rubicon without blooms, but as you may notice there are square boxes around the projectiles. Interestingly though the original marathon scenarios didn't have this problem.
Attachments
SeaofSlime_0000.png
Rubicon X
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ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 4th '16, 21:36

HelviusRufus: you clearly have some non-Eternal plugin installed; as far as I know, Eternal X doesn't come with high-res ricochet effects like in your screenshot.

3371-Alpha: you too have some MML installed that isn't compatible with Rubicon. Transparent_Sprites.mml?
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treellama
Pittsburgh

Post Mar 5th '16, 01:50

Thanks Treellama. That solved my issue.
Attachments
SeaofSlime_0000.png
Rubicon X
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 5th '16, 06:42

That seems to have fixed those problems but I still have those massive bright rectangles from level geometry and skybox textures, so it seems to be a different problem.
BrogFlasting

Post Mar 6th '16, 05:33

treellama wrote:HelviusRufus: you clearly have some non-Eternal plugin installed; as far as I know, Eternal X doesn't come with high-res ricochet effects like in your screenshot.

3371-Alpha: you too have some MML installed that isn't compatible with Rubicon. Transparent_Sprites.mml?


Aha! He said as he read that. But alas! All o the plugins except Eternal GUI and Eternal HUD were disabled. Then he reads the part to 3371-Alpha and again says Aha! Goes and looks in AlephOne folder's Scripts folder at Lo! There is Transparent_Sprites.mml! He quickly banishes the file and Behold! The colorful little squares are gone from Eternal. Thanks Treellama.

This is a wonderful place, you can learn a lot here, I may have to alter my signature line. Researching the game save problem, I discovered a hidden folder filled with ----- preferences files. I read all of them. Thought about it. Then with the aid of Notepad, I now have this program running again! How come only one fist? And a left one at that? Are you always considered to be holding a weapon even when you're punching 'em?
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Hey, buddy, got a light?
I just play 'em; I don't know how they work.
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HelviusRufus

Post Mar 6th '16, 06:29

HelviusRufus wrote:Are you always considered to be holding a weapon even when you're punching 'em?

Yes. Or at least from the game engine's point of view you are.
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 6th '16, 07:19

Pfhorrest wrote:Eternal is not packaged with any executable.

And if I had to guess, I would think the problem demonstrated in those screenshots has something to do with the rendering of partial transparency, as those yellow rectangles are the size of the partially-transparent sprites being drawn there, just with yellow instead of transparent.


Hmmmm, so a hardware or software issue then? I'm trying to find out so I can figure out whether this is fixable or not.
BrogFlasting

Post Mar 6th '16, 08:28

HelviusRufus wrote:How come only one fist? And a left one at that?

style matters

patrick
末法

Post Mar 7th '16, 04:05

Indeed.
I just play 'em; I don't know how they work.
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HelviusRufus

Post Mar 7th '16, 17:19

BrogFlasting wrote:That seems to have fixed those problems but I still have those massive bright rectangles from level geometry and skybox textures, so it seems to be a different problem.

Yep that does seem to be different, and I don't have a solution here. We used to recommend AMD or Nvidia graphics in Windows because the Intel OpenGL drivers were so terrible. I've been out of touch so I don't know if that's still the case.
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treellama
Pittsburgh

Post Mar 7th '16, 18:39

That's always been the case. Also it's not just opengl they suck at, it's graphics in general. To put it simple, intel's not a gpu company, even though they try to be.
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 9th '16, 00:09

treellama wrote:
BrogFlasting wrote:That seems to have fixed those problems but I still have those massive bright rectangles from level geometry and skybox textures, so it seems to be a different problem.

Yep that does seem to be different, and I don't have a solution here. We used to recommend AMD or Nvidia graphics in Windows because the Intel OpenGL drivers were so terrible. I've been out of touch so I don't know if that's still the case.


I'll guess that's the problem and get back to ya'll when/if I get a newer, better computer. :P
BrogFlasting

Post Mar 9th '16, 01:45

If it only occurs during shooting, there is another mml called Shots that might play a part.
I just play 'em; I don't know how they work.
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HelviusRufus

Post Mar 27th '16, 04:23

One final question before this thread dies. What caused those weird color effects whenever I enable bump mapping? Endianness issue?
PowerMac G5 Dual 2.0GHz 2003 (Model: 7,2)
Mac OS X 10.5.8 (Leopard)
7GB RAM (OWC PC-3200U-30330 DDR SDRAM 400MHz)
ATi Radeon X800 XT (GPU overclocked to 500MHz, VRAM to 550MHz)
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3371-Alpha
Veldin Orbit

Post Mar 27th '16, 19:02

I wouldn't know; I don't eat eggs. Six rebellions are enough.
I just play 'em; I don't know how they work.
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HelviusRufus

Post Mar 28th '16, 15:38

not taylor wrote:I wouldn't know; I don't eat eggs. Six rebellions are enough.

OK, I laughed.
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treellama
Pittsburgh

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