SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Giftheck on June 25, 2016, 12:11:25 PM

Title: Map brightness
Post by: Giftheck on June 25, 2016, 12:11:25 PM
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.
Title: Re: Map brightness
Post by: 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.
Title: Re: Map brightness
Post by: Giftheck on June 26, 2016, 01:02:22 AM
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.
Title: Re: Map brightness
Post by: Ginev on June 26, 2016, 09:22:57 AM
Ohh ye i forgot to mention.The zero editor color tools dont look the same ingame.You have to experiment alot.
Title: Re: Map brightness
Post by: Phobos on June 27, 2016, 11:43:48 PM
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");
}

}

Title: Re: Map brightness
Post by: Giftheck on June 28, 2016, 01:11:00 AM
Thanks for all your help! I think I got it now.
Title: Re: Map brightness
Post by: Ascertes on June 28, 2016, 11:16:17 PM
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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