TGP Shading Problem
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Hi all,
I made a simple TE for practicing LGBs in the Israel theater (4.33 v1.0). Basically just a 2 ship flight carrying out a preplanned CAS on some T-72s. I set the TGP to whot/bhot and noticed that every time I got close/zoomed in the TGP display to a certain level the targets would disappear. Well technically they didn’t disappear but the high contrast shading from WHOT/BHOT did (I could still barely make out the 3d models of the tanks). I switched theater to Korea and tried it on some T55s. Lo and behold, problem is gone. Not sure if it’s a general BMS problem or something specific to the theater. Can someone look into this?
I have included the tac & twx files here if you would like to try the TE out yourself!
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This sounds very interesting, mate… and because I’m curious…
Thanks for sharing!With my best New Year’s Eve wishes and regards,
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I know next to nothing about how the BMS 3D engine works, but my money would be on some sort of issue related to model LOD (specifically when the TGP viewport switches to the highest LOD). It doesn’t just happen to T-72s, btw. It actually happens to all objects in a T-72 battalion.
Happy new years to you, too!
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I know next to nothing about how the BMS 3D engine works, but my money would be on some sort of issue related to model LOD (specifically when the TGP viewport switches to the highest LOD). It doesn’t just happen to T-72s, btw. It actually happens to all objects in a T-72 battalion.
Thanks a lot for your wishes, mate. And your impression sounds interesting… I’ll let you know more further, promised.
Best regards,
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Hi, the problem in ITO is the color of the ground, the desert terrain is usually bright, that makes the BMS shading to not be so great when seen through the IR camera. It’s currently a graphical bug in BMS that it cannot present bright terrain so great in IR camera…
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Sure that, I-Hawk, I had to think it as first!Thanks for having pointed this matter out.
Best regards,
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Hi, the problem in ITO is the color of the ground, the desert terrain is usually bright, that makes the BMS shading to not be so great when seen through the IR camera. It’s currently a graphical bug in BMS that it cannot present bright terrain so great in IR camera…
Hmm…but the shading issue is affected by the zoom level/apparent distance to target though (ie: far away everything appears normal, as it gets closer it will all of a sudden go from perfectly fine to nothing on TGP). If it’s a problem with the terrain shouldn’t the effect persist no matter how far you are away from the target? I will see if I can make a small video demonstrating it later.
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Hmm…but the shading issue is affected by the zoom level/apparent distance to target though (ie: far away everything appears normal, as it gets closer it will all of a sudden go from perfectly fine to nothing on TGP). If it’s a problem with the terrain shouldn’t the effect persist no matter how far you are away from the target? I will see if I can make a small video demonstrating it later.
OK, this problem has actually 2 parts:
1. There is a GENERIC shading issue with bright terrain colors, meaning is that the current BHOT/WHOT rendering of the terrain is mainly valuable for relatively green/dark terrain (i.e more like Korean ground, at most places).2. In the WHOT mode (where terrain should be dark and objects should be bright white) objects are white bright for the lower LODs, then when you get closer, the objects higher and more detailed LODs cause their color to become closer to the ground color, and so you have color blindness. If you look very sharp, you will see that the object is still there, but its color just became closer to the ground color.
If you aren’t sure, you can experiment what I described by trying the same on bright desert ground and on green and darker ground in ITO, you’ll see the results
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Ah it all makes sense now! For what it’s worth I’m uploading the video now demonstrating the problem. Link will be here:
(jump to 3:45)Hopefully it will get fixed by the BMS team eventually!
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had the same problem. two SA8s,one over ground the other on tarmac.couldnt see the one on the tarmac except when switching to TV mode
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Sorry to revive an old thread but is there any indication that this bug can be fixed in the future?
Recently started the Syria campaign and this issue has been very prevalent regardless of whether the background terrain was desert or even urban/greener.
Oddly enough I don’t remember it being such an issue over the various desert and greener Egyptian terrain.
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I’ve added a small option for next update that should let the user disable texturing in the IR camera, eventually the texturing in the IR camera is the cause for the color blindness. I added texturing originally because without it the objects in IR camera looks “blocky”, especially if you look e.g at airbases in TGP, runways and taxiways all look like a single block. So there will be an option to disable it which should solve the problem, but on the account of more blocky look of objects. Example:
With texturing enabled
Texturing disabled:
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Wow this makes it harder to spot targets.
Sent from TapaTalk
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Well, eventually, the only real solution to this will be implementation of heat textures and shaders that will color stuff white/black according to temperature. E.g ground vehicles will have logic that will run them hot during movement hours and they will get colder when engine stops, of course there should also be considerations of weather and outside temperature, it’s not trivial but that’s the only solution.
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I-Hawk, many thanks for the work-around!
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Been doing the campaign and having same issues, very hard to find targets on TGP…
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I-Hawk,
thanks a lot from me too for your interest in this matter.
On my little own, I don’t thinks it is related to ITO theater only.With best regards, and awaiting more news further,
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I-Hawk,
thanks a lot from me too for your interest in this matter.
On my little own, I don’t thinks it is related to ITO theater only.With best regards, and awaiting more news further,
Not only ITO but I guess any area with bright terrain, ITO is just an example for a theater with a lot of bright terrain areas (e.g yellow desert).