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Author Topic: Objects fading out and FOV ajustments  (Read 7288 times)

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Spacedud

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Objects fading out and FOV ajustments
« on: December 03, 2012, 01:50:26 pm »

First, hi. And it's a great mod, I love it!.

However, I cannot stand how some objects fade out of existence by going beyond a meagre ~20 units of vitual meters away from them.

I have tried ajusting it with commands like cl_detaildist, cl_detailfade, r_farz, r_lod with sv_cheats set to '1'. BUT, they have no effect on this fading out thing. It is annoying when you have a medium good PC and see stuff like this that are 100% unnecessary, but are lame to see.

On to adjusting FOV.

When I ajust FOV to over 90, like 100, and I activate the crosshair it zooms in because the game uses another FOV when you use the crosshair.

So, what is this other command called that controls FOV when using the crosshair?

Thanks a bunch
« Last Edit: December 03, 2012, 01:53:37 pm by Spacedud »
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kraid

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Re: Objects fading out and FOV ajustments
« Reply #1 on: December 03, 2012, 06:04:57 pm »

As for the prop fading, could you please post your graphic settings?

@FOV: set it back to a value between 75 and 90 and you won't experience this issue.
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Mangley

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Re: Objects fading out and FOV ajustments
« Reply #2 on: December 03, 2012, 06:10:37 pm »

One of the ways Source is optimized is by fading models out at a distance, which is set manually by the level designer per model. Generally, in an indoor map, it shouldn't be necessary unless an area is extremely detailed. However, if Source determines that your computer isn't powerful enough to handle the level of detail it will override the fade distance on models, if say for instance you have a very old graphics card and are forced to run the game in DirectX 8 mode. Which maps did you notice this on? If it's consistent across all maps or you're running the game on low graphics settings this is likely the reason.

cl_detaildist and cl_detailfade, to my knowledge, handle the draw distance of detail objects like grass sprites, not props (manually placed models).

r_farz handles the clipping plane is the maximum distance at which anything renders, it will occlude absolutely everything except the skybox. This is usually beyond the maximum density of the fog and is rarely used. Again this is set by the level designer and is absolutely the opposite of what you want.

r_lod just handles which level of detail (the number of polys) models use.

Any parameters you change with sv_cheats set to 1 will have no persistent effect if you disconnect, join another server or close the game.

I don't think we've had anyone else complain about the FOV changing when using crosshair?.. Certain weapons like the KF7, AR33 and Sniper Rifle have a zooming crosshair. If it only happens with those, then that is by design.
« Last Edit: December 03, 2012, 06:12:09 pm by Mangley »
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Spacedud

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Re: Objects fading out and FOV ajustments
« Reply #3 on: December 04, 2012, 11:36:47 am »

I know that setting FOV to 90 doesn't have this issue. I want to use a higher FOV if possible and if it can be made to work optimal (Same way it does so with the standard FOV value at 90, widescreen). ;)

I don't mind the weapons that zoom in/out when using the crosshair, when they're ment to do so. The issue comes with when setting a higher FOV than 90. It makes weapons that shouldn't zoom, zoom in. Because they still will use 90 as FOV (when triggering the crosshair mode). There most be another thing/command that controls this.

I use the highest graphical settings possible, of course.

My PC is (most important parts):

4.2GHz CoreDue, ATI HD4890 1024MB, 4 GB RAM

So performance isn't an issue.

For an example of a map with unnecessary fading, see Casino royal. The pianos and columns fade out quickly, the columns quicker. I find it hard to see the point in setting such a low fading on these objects. Well, the issue is that you can't tweak this yourself as a user. How poorly made by Value. Why isn't it just tied to a graphical setting? And then you cannot even use a custom command instead on your own server, at least? Seems a bit ridicules to me.

What irritates me most about fading object is that when they're a part of the gameplay, eg, have uses as cover. And if you walk 20 meters away and the cover fades out, well, that's poor design, I think.

Also, you can just make an 'autoexec.cfg' for commands that resets themselves, so that isn't the issue.
« Last Edit: December 04, 2012, 11:51:59 am by Spacedud »
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kraid

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Re: Objects fading out and FOV ajustments
« Reply #4 on: December 04, 2012, 01:17:54 pm »

Our game isn't intended to be played with a FOV > 90, so don't expect everything to work correctly when doing this.

The prop fading on the other hand is something that i do not experience a lot, at least not on many models and also not at a very close distance like 20 meters.
So i guess the issue is also on your end.
Make sure the game is running on the latest DX9 version (-dxlevel 95 in launch options, do your graphics settings, quit game, remove the -dxlevel 95) and all your graphics settings are maxed out and applied to the game.

If this issue still persist, maybe it's somehow related to your graphics card driver or settings.
In that case check your control center if there are any global settings active that might affect the game.
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major

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Re: Objects fading out and FOV ajustments
« Reply #5 on: December 05, 2012, 01:16:55 am »

I know what he's talking about. Props do fade at a distance that sometimes your still in the room. You can see it on Casino at certain points, and other maps.

If your near big double stair case on casino and look toward piano, the pillars in that room disappear.

Odds are just props being set to low and being removed before player fully looses sight.
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killermonkey

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Re: Objects fading out and FOV ajustments
« Reply #6 on: December 05, 2012, 02:52:41 am »

Good call on the FOV calculations.. I'll add that to our bug list to pull the current value of the FOV for use in determining zoom.

As for the models fading, I think you might be blowing that out of proportion a tad. A couple models with bad settings is not the end of the world. We can tweak that in an update, please post screenshots of the offending models so that we can fix it.

(Tip: use cl_showpos 1 to show your current position in the top right corner for screenshots)
« Last Edit: December 05, 2012, 02:54:55 am by killermonkey »
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killermonkey

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Re: Objects fading out and FOV ajustments
« Reply #7 on: December 19, 2012, 10:01:03 pm »

Can you tell me what convar command you use to change your field of view? Is it "fov"?
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