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[TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 08 May 2013, 20:02
by undef.de
Today i saw that the lightmap reflects a nice cloud sky, but i'm inside a hall... see screenshots.

Cloud sky reflection at my car:
Image

Looking above:
Image

At start the lights from the block are reflection right in the glass (but on the car roof still clouds):
Image

And now a strang think: If i drive the car strait forward and jump, the lights from the block are still ok:
Image

But on landing the lights from the block are replaced with clouds and sky reflection:
Image


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Then i saw, that the clouds affect the lights in the hall also:
http://www.tm-tube.com/video/28585/TM2C ... ide+a+hall
This video is played faster then it was in real to make the cloud interaction much more visible:



This was the map:
http://tm.mania-exchange.com/tracks/view/26336

My current config:
http://www.undef.name/Misc/Specs.php#ConfigManiaplanet


EDIT: I forgot to mention that it was in Multiplayer mode at my development server.

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 08 May 2013, 23:52
by TMarc
strange bug indeed :|

Whioch settings do you have in the ManiaPlanet video configuration?
Especially Shader Quality and Car reflections?

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 09 May 2013, 08:55
by undef.de
TMarc wrote: Which settings do you have in the ManiaPlanet video configuration?
Especially Shader Quality and Car reflections?
This link was already included, i guess there is all thats required. Or did you need more?

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 09 May 2013, 13:48
by TMarc
ah, I did not see the second tab there, thanks :thumbsup:
Looks good.
Only one thing, you have disabled HdrCubeRenderMipMap, but I'm not sure if this is really the culprit.

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 09 May 2013, 16:39
by undef.de
TMarc wrote: Only one thing, you have disabled HdrCubeRenderMipMap, but I'm not sure if this is really the culprit.
Just switched, but that change nothing, it looks like before.

Does it looks the same at your config at this map?

EDIT: I forgot to mention that it was in Multiplayer mode at my development server.

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 09 May 2013, 17:23
by TMarc
I could even reproduce it in single play, everything you have reported :thumbsup:

Look at the roof of the car, there are clouds visible directly at the start:
Image

If I put the test drive pointer to the bottom part of the map, the sky texture also directly appears on the car.

Different lightmap calculation qualities also did not affect it.

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 09 May 2013, 18:36
by undef.de
TMarc wrote:I could even reproduce it in single play, everything you have reported :thumbsup:
Ok, so it's not only at my PC.
TMarc wrote: Look at the roof of the car, there are clouds visible directly at the start:
Image
At my car also as mentioned in the image number three:
Image

:pop:
TMarc wrote: If I put the test drive pointer to the bottom part of the map, the sky texture also directly appears on the car.
Ah ok... i was assuming, that the switch (lights to clouds reflection) was maybe related to the sound that appears directly on landing... :thx:

Re: [TM2C] Light map "bug" - Clouds interact inside a hall

Posted: 09 May 2013, 18:59
by Fix
"clouds" shadows are affecting all geometries, everywhere in the map, it's not a real cloud shadow but an effect here since the first trackmania that can break the "too much 3D" feeling one may have when things are too perfect (3D low poly lines), by adding some subbtle variations. They've been synchronized with clouds movements to give the illusion outside that they are the real clouds shadows. The drawback is in the insidoors shouldn't receive sky/sun light-shadows.

The CubeMap on the car has a "far Z" not very far : at a certain distance, it will stop drawing the environment : this enables a big fps gain, the hole in the rendering is then filled by the static pre rendered CubeMap (the sky).
This optimisation is not very noticeable in outdoors, but can be a lot more visible in Indoors as you illustrated.

I think the movie/screenshot HD shooter has this optimisation removed.