TGP Shading Problem
-
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
-
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!
-
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
-
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.
-
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:
-
Wow this makes it harder to spot targets.
Sent from TapaTalk
-
-
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.
-
I-Hawk, many thanks for the work-around!
-
-
Been doing the campaign and having same issues, very hard to find targets on TGP…
-
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,
-
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).
-
Well… nothing is perfect… IR thermal crossover happens IRL… so … let´s say we have an unexpected side effect that, like IRL, makes our Falcon days, more challenging.
Who said that TGP scanning is supposed to be easy!!?
-
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).
Agree in full, of course.
I was thinking, for example, to some areas - at certain conditions of time and weather - in Balkans and OMA… -
The fix is available with U2, once ITO for U2 will be released, you will be able to disable texturing, see the U2 changelog for more details.
-
Why is ITO for U2 needed for this? Cant’ it be done right now with BMSU2 and ITO for BMS U1?
-
Why is ITO for U2 needed for this? Cant’ it be done right now with BMSU2 and ITO for BMS U1?
Sure it can.
-
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
http://img.photobucket.com/albums/v40/i_hawk/2016-09-16_162503_zpsby0uwkmr.pngTexturing disabled:
http://img.photobucket.com/albums/v40/i_hawk/2016-09-16_162628_zpscm0wcco8.pngSorry for the necro, but was this option ever added? I couldn’t find anything in the U2 changelog about it, and the ITO configurator doesn’t have any checkbox for it.
-
Sorry for the necro, but was this option ever added? I couldn’t find anything in the U2 changelog about it, and the ITO configurator doesn’t have any checkbox for it.
Yes it is included but you need to add it manually. Open your User/Config/falcon bms.cfg with a text editor and add the following line at the end of it:
set g_bDisableIRObjectTexturing 1
Restart the sim and it will work.