SP - World Map Fog bleach effect

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Terco_Viejo

Spanish Gifquisition
Grandmaster Knight
I have been noticing during the patching process that on the campaign map there is a bleached out effect too far above the close-up view, in my eyes, resulting in a detrimental effect to the beauty of the landscape.

I've fiddled with the values of <interpolation_element name="Fog&amp;Scatter#fog_start_distance"> in campaign_map and the result is this:

Edit: After a final test, I have chosen a value of 0100.0, which gives the best feeling of atmospheric depth.

Native (each key_frame)​
Suggested (each key_frame)​
value="0.000"​
value="0100.000"​

Sin-titulo-1.jpg

Native (each key_frame)​
Suggested (each key_frame)​
value="0.000"​
value="0500.000"​
NXgfV.jpg
Image taken from max setting

With this slight adjustment, you would get a more vivid depth of colour in atmospheric perspective without the bleaching effect in the close-up view, which looks more like pollution than fog.
 
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Their intent was probably to give the player an atmospheric perspective relative to the camera position. Consequently, looking at the horizon, you get a sense of distance depending on the position of the objects in front of you. To elaborate, they have most likely drawn their idea from the artistic technique of 'dulling' the objects located farther away from the camera:
DullingtheDistance_AtmosphericPerspectiveEx..jpg

In the game, this effect is achieved using fog.
Another problem with the suggested variant is that it mixes geographic features too much. The green valleys and the Alpine mountains don't mix well with the desert and its canyons looking so close and clear.
I think that the question is not whether we need fog or not, but which sort of method to render the fog. I'm pointing to the array of techniques and technologies they can work with to give us a better graphical representation of the Earth's curvature at the horizon, where the sky meets ground. We may also take example from the 'heat haze' effect from Rome II and maybe bring an iteration to Bannerlord (such a feature may as well be present, but my computer cannot support high settings for me to see it).
 
Their intent was probably to give the player an atmospheric perspective relative to the camera position. Consequently, looking at the horizon, you get a sense of distance depending on the position of the objects in front of you. To elaborate, they have most likely drawn their idea from the artistic technique of 'dulling' the objects located farther away from the camera:
DullingtheDistance_AtmosphericPerspectiveEx..jpg

In the game, this effect is achieved using fog.
Another problem with the suggested variant is that it mixes geographic features too much. The green valleys and the Alpine mountains don't mix well with the desert and its canyons looking so close and clear.
I think that the question is not whether we need fog or not, but which sort of method to render the fog. I'm pointing to the array of techniques and technologies they can work with to give us a better graphical representation of the Earth's curvature at the horizon, where the sky meets ground. We may also take example from the 'heat haze' effect from Rome II and maybe bring an iteration to Bannerlord (such a feature may as well be present, but my computer cannot support high settings for me to see it).
Yes, I understand the concept mate :lol: .

The problem is that the short views are too bleached out by the fog effect because the radius of dispersion of the fog is almost on top of the camera. There is too much loss of colour vibrancy in the close-up.
Take a look at this video:

 
The second iteration looks much better. I'd say the value which is just low enough not to reveal so clearly the next geographic zone is best. This is the joy of having to deal with a game that squeezes all geography in one map.
 
The second iteration looks much better. I'd say the value which is just low enough not to reveal so clearly the next geographic zone is best. This is the joy of having to deal with a game that squeezes all geography in one map.
After a final test, I have chosen a value of 0100.0, which imo gives the best feeling of atmospheric depth.

Sin-titulo-1.jpg
 
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A definitive video test (last, I promise) showing a complete dynamic cycle. I don't know what you think, but it is clear to me :iamamoron: ...

 
Why didn't I see this before? ?
Can you make it as a mod?
Nah...it's a very simple little tweak, you can do it without any problem editing your file... check it out:

1. Go to the folder X:\Steam\steamappses\common\Mount & Blade II Bannerlord\Modules\Native\Atmospheres\Interpolated.

2. Make a backup of the campaign_map.xml file and save it in case you need to revert (you can also verify files in steam).

3. Open the campaign_map.xml file with notepad and with the search function, search for <interpolation_element name="Fog&amp;Scatter#fog_start_distance">.

4. Set all values to 100 and save.
Code:
        <interpolation_element name="Fog&amp;Scatter#fog_start_distance">
            <key_frame frame="0" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="10" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="10" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="20" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="20" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="30" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="30" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="40" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="40" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="50" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="50" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="60" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="60" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="80" value="0100.000" tangent="-2.000, 0.000"/>
            <key_frame frame="80" value="0100.000" tangent="2.000, 0.000"/>
            <key_frame frame="100" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="100" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="110" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="110" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="120" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="120" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="130" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="130" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="140" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="140" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="160" value="0100.000" tangent="-2.000, 0.000"/>
            <key_frame frame="160" value="0100.000" tangent="2.000, 0.000"/>
            <key_frame frame="180" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="180" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="190" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="190" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="200" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="200" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="210" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="210" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="220" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="220" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="230" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="230" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="240" value="0100.000" tangent="-2.000, 0.000"/>
        </interpolation_element>

5. Enjoy your map :party: .
 
Nah...it's a very simple little tweak, you can do it without any problem editing your file... check it out:

1. Go to the folder X:\Steam\steamappses\common\Mount & Blade II Bannerlord\Modules\Native\Atmospheres\Interpolated.

2. Make a backup of the campaign_map.xml file and save it in case you need to revert (you can also verify files in steam).

3. Open the campaign_map.xml file with notepad and with the search function, search for <interpolation_element name="Fog&amp;Scatter#fog_start_distance">.

4. Set all values to 100 and save.
Code:
        <interpolation_element name="Fog&amp;Scatter#fog_start_distance">
            <key_frame frame="0" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="10" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="10" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="20" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="20" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="30" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="30" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="40" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="40" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="50" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="50" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="60" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="60" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="80" value="0100.000" tangent="-2.000, 0.000"/>
            <key_frame frame="80" value="0100.000" tangent="2.000, 0.000"/>
            <key_frame frame="100" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="100" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="110" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="110" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="120" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="120" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="130" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="130" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="140" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="140" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="160" value="0100.000" tangent="-2.000, 0.000"/>
            <key_frame frame="160" value="0100.000" tangent="2.000, 0.000"/>
            <key_frame frame="180" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="180" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="190" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="190" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="200" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="200" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="210" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="210" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="220" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="220" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="230" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="230" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="240" value="0100.000" tangent="-2.000, 0.000"/>
        </interpolation_element>

5. Enjoy your map :party: .
You should make it a mod, otherwise most people will not see it! If many people download the mod I think there is a better chance devs will change this.
A real improvement would be adding volumetric fog to the game instead of just this filter.
Something like this
OAK-TENN-ONLY-Early-Spring-Smokies-Morning-copy.jpg
landscape-fog-olympic-mountains-mist-163499.jpeg
 
You should make it a mod, otherwise most people will not see it! If many people download the mod I think there is a better chance devs will change this.
A real improvement would be adding volumetric fog to the game instead of just this filter.
Something like this
OAK-TENN-ONLY-Early-Spring-Smokies-Morning-copy.jpg
landscape-fog-olympic-mountains-mist-163499.jpeg
I have to say that the devs (those who check the Discord Notable channel from time to time) are aware of this (among other things :lol: ). I'm not saying it won't be implemented or vice versa; however from what I've discerned, the devs with whom I've discussed this issue have shared with me their current compliance with the current default map and all that goes around it.
 
You should make it a mod, otherwise most people will not see it! If many people download the mod I think there is a better chance devs will change this.
A real improvement would be adding volumetric fog to the game instead of just this filter.
Something like this
Yes! ? ? ?
I have to say that the devs (those who check the Discord Notable channel from time to time) are aware of this (among other things :lol: ). I'm not saying it won't be implemented or vice versa; however from what I've discerned, the devs with whom I've discussed this issue have shared with me their current compliance with the current default map and all that goes around it.
I can't believe... ?‍♂️
 
the devs with whom I've discussed this issue have shared with me their current compliance with the current default map and all that goes around it
Some aspects of the campaign map look really bad imo, we are not in 2017 or something like that, this game is competing with 2021-2022 graphics. And it's not even the graphics in general that bother me, most aspects in terms of design and graphics are fine for me, it's the inconsistency of the quality that really stands out.
 
Nah...it's a very simple little tweak, you can do it without any problem editing your file... check it out:

1. Go to the folder X:\Steam\steamappses\common\Mount & Blade II Bannerlord\Modules\Native\Atmospheres\Interpolated.

2. Make a backup of the campaign_map.xml file and save it in case you need to revert (you can also verify files in steam).

3. Open the campaign_map.xml file with notepad and with the search function, search for <interpolation_element name="Fog&amp;Scatter#fog_start_distance">.

4. Set all values to 100 and save.
Code:
        <interpolation_element name="Fog&amp;Scatter#fog_start_distance">
            <key_frame frame="0" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="10" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="10" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="20" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="20" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="30" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="30" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="40" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="40" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="50" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="50" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="60" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="60" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="80" value="0100.000" tangent="-2.000, 0.000"/>
            <key_frame frame="80" value="0100.000" tangent="2.000, 0.000"/>
            <key_frame frame="100" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="100" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="110" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="110" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="120" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="120" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="130" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="130" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="140" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="140" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="160" value="0100.000" tangent="-2.000, 0.000"/>
            <key_frame frame="160" value="0100.000" tangent="2.000, 0.000"/>
            <key_frame frame="180" value="0100.000" tangent="-1.500, 0.000"/>
            <key_frame frame="180" value="0100.000" tangent="1.500, 0.000"/>
            <key_frame frame="190" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="190" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="200" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="200" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="210" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="210" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="220" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="220" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="230" value="0100.000" tangent="-1.000, 0.000"/>
            <key_frame frame="230" value="0100.000" tangent="1.000, 0.000"/>
            <key_frame frame="240" value="0100.000" tangent="-2.000, 0.000"/>
        </interpolation_element>

5. Enjoy your map :party: .
Wow, thanks!
 
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