Map brightness

Started by Giftheck, June 25, 2016, 12:11:25 PM

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How do I adjust the brightness of a map? I've been fiddling about with Sereja's Hoth map and the map comes across as too dark.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Well the only way i used to lowre or increase the dark or light on my maps when i was modding BF1 was through the sky lua file.To be more specific the sun parameters.And if i am not satisfyed with the terrain color then i am using the zero editor COLOR panel to to paint the terrain in the way i like.Basicaly you can make some nice night maps if you want.I hope i helped somehow.

June 26, 2016, 01:02:22 AM #2 Last Edit: June 26, 2016, 01:04:55 AM by Gistech
Quote from: Ginev on June 26, 2016, 12:44:15 AM
Well the only way i used to lowre or increase the dark or light on my maps when i was modding BF1 was through the sky lua file.To be more specific the sun parameters.And if i am not satisfyed with the terrain color then i am using the zero editor COLOR panel to to paint the terrain in the way i like.Basicaly you can make some nice night maps if you want.I hope i helped somehow.

The issue is, if I use the colour tool in Zero Editor, it goes bright white in-game. I will look into the sky file, though. Thanks.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Ohh ye i forgot to mention.The zero editor color tools dont look the same ingame.You have to experiment alot.

June 27, 2016, 11:43:48 PM #4 Last Edit: June 28, 2016, 01:30:15 AM by Phobos
using the skybuilder i uploaded, u can make a custom sky file with custom brightness settings and load this munged .config called on after the world LVL in the mission lua and it will change the brightness of any mod map u dont have the source for

brightness is mostly controlled by suninfo+skyinfo settings

example from CCSC
SkyInfo()
{
Enable(1);
PC()
AmbientColor(25,25,25);
}

SunInfo()
{

PC()
{
Angle(0.000000, 0.000000);
Color(100, 100, 100);
ShadowColor(150, 150, 150);
}

Texture("");
Degree(0.000000);
BackAngle(180.000000, 180.000000);
BackColor(0, 0, 0);
BackDegree(0.000000);

}



DomeInfo()
{
Texture("sky_bespin2.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(50);

Softness(1);
SoftnessParam(60);

Stars()
{
NumStars(2000);
RandomSeed(1);
TwinkleFactor(7.0);
TwinkleFrequency(7.0);
Color(255, 255, 255, 255);
XBOX()
{
BrightStarPercent(90.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
BrightStarPercent(85.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PS2()
{
StarTexture("fx_star");
BrightStarPercent(20.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
DomeModel()
{
Geometry("bes2_sky_dome");
}

}


Thanks for all your help! I think I got it now.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

Even though your problem is solved, there is another way using the ZeroEditor color tools to adjust the brightness of a terrain.

as you probably know, higher numbers = brighter terrain. Lower numbers do the opposite. If you want white but not too terribly white, I'd try something like 175 for Red, Blue and Green. Just keep all the numbers the equal and move them all up or down as you have to.
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