=|KI|=MonK Posted August 31, 2007 Share Posted August 31, 2007 How does one "easliy" (perhaps that's the hard part.....there is no easy!) get rid of the moon?, or say......make the map sooo dark you can barely see your hand in-front of your face. I've changed the world_info.xml from "=day" to "=night", I've tried the the environment.xml from "Mission07" AND from the "coop_timber_night" maps and that's still not dark enough... Any hints, suggestions? That is all that stands between me and releasing my second MOD (my original MOD "Monk_Gunfight") re-done at night with burning wrecks, extra lighting, sub-machinguns, 1 AR (G36 w/flashlight) etc...... Quote Link to comment Share on other sites More sharing options...
Biro Posted August 31, 2007 Share Posted August 31, 2007 You need to tweak the enviroment.xml file. Both the sky and the posteffect need to be tweaked to make it as dark as you want it. It's a little bit of a pain to figure out what you need to tweak and what the values means, but try adjusting: <lightmap_front_color r="1.29024401" g="1.22926798" b="1.28292701"/> <lightmap_back_color r="0.197561002" g="0.197561002" b="0.197561002"/> as a start. The lower the rgb values are, the darker it will be. Front color is the lightest color, back is the darkest. This will affect the lightmaps, then you have the sky to figure out of yourself. Quote Link to comment Share on other sites More sharing options...
Tinker Posted August 31, 2007 Share Posted August 31, 2007 Get rid of the moon! Tried night version of a city map, 90% you spend between buildings and it`s that dark, you cannot see more than 10M without NV. Quote Link to comment Share on other sites More sharing options...
BSR_Vhladd Posted September 1, 2007 Share Posted September 1, 2007 (edited) Monk, try these settings out. Ofcourse, change the <sky name="hacienda5".....to whatever it says in the .xml you are using. This is really dark and no moon. Only problem I'm running into is the distant landscape (out of play scenery) is lighter than the playable area. <sky name="hacienda5" fade_time="0"> <path name="clouds" value="data\levels\sky\textures\clouds_composite"/> <path name="light_cube" value=""/> <path name="sky_gradient" value="data\levels\sky\textures\hacienda_sky_v2"/> <path name="sun" value="data\levels\sky\textures\moon"/> <sky_color0 r="0" g="0.008" b="0.009"/> <sky_color1 r="0.0051" g="0.0153" b="0.0263"/> <sky_color2 r="0.0203" g="0.0262" b="0.0268"/> <cloud_vel_rg x="0.0040000002" y="0.003" z="0"/> <cloud_vel_b x="0.003" y="0.001" z="0"/> <cloud_sun_color r="0" g="0" b="0"/> <cloud_opposite_color r="0" g="0.019" b="0.032"/> <sun_color r="0" g="0" b="0"/> <sun_ray_color r="0" g="0" b="0"/> <sil_light_direction_offset x="0" y="0" z="0"/> <sil_min_max_intensity min="0.132" max="0.221"/> <shadow_color r="0.64999002" g="0.59999901" b="0.51375002"/> <clear_color r="0.21574099" g="0.42938599" b="0.63903397"/> <lightmap_front_color r="0.0056" g="0.0201" b="0.0389"/> <lightmap_back_color r="0" g="0.0009" b="0.0058"/> <sun_light_offset x="0" y="0" z="0"/> <effect_tint_color r="0.262288" g="0.44099501" b="0.53407103"/> <effect_tint_alpha value="0.99661702"/> <cloud_sun_alpha_scale value="0.0299"/> <cloud_opposite_alpha_scale value="0.0163"/> <sun_anim value="0.19265901"/> <ambient_multiplier value="1"/> <shadow_amb_blend_scale value="1.386667"/> </sky> <sky name="haciendanightvision" fade_time="0"> <path name="clouds" value="data\levels\sky\textures\clouds_composite"/> <path name="light_cube" value=""/> <path name="sky_gradient" value="data\levels\sky\textures\hacienda_sky_v2"/> <path name="sun" value="data\levels\sky\textures\moon"/> <path name="sun" value="data\levels\sky\textures\moon"/> <sky_color0 r="0" g="0.028" b="0.059"/> <sky_color1 r="0.051" g="0.153" b="0.263"/> <sky_color2 r="0.203" g="0.262" b="0.268"/> <cloud_vel_rg x="0.0040000002" y="0.003" z="0"/> <cloud_vel_b x="0.003" y="0.001" z="0"/> <cloud_sun_color r="0" g="0" b="0"/> <cloud_opposite_color r="0" g="0.019" b="0.032"/> <sun_color r=r="0" g="0" b="0"/> <sun_ray_color r="0" g="0" b="0"/> <sil_light_direction_offset x="0" y="0" z="0"/> <sil_min_max_intensity min="0.132" max="0.221"/> <shadow_color r="0.64999002" g="0.60000002" b="0.51375002"/> <clear_color r="0.31574099" g="0.42938599" b="0.53903397"/> <lightmap_front_color r="0.056" g="0.201" b="0.389"/> <lightmap_back_color r="0" g="0.009" b="0.058"/> <sun_light_offset x="0" y="0" z="0"/> <effect_tint_color r="1" g="1" b="1"/> <effect_tint_alpha value="1"/> <cloud_sun_alpha_scale value="0.533333"/> <cloud_opposite_alpha_scale value="1.199999"/> <sun_anim value="0.19266"/> <ambient_multiplier value="1"/> <shadow_amb_blend_scale value="1.21101"/> </sky> Edited September 1, 2007 by BSR_Vhladd Quote Link to comment Share on other sites More sharing options...
Lancer Posted September 1, 2007 Share Posted September 1, 2007 Will this affect the NV? Not enough ambient light to magnify and the NV won't work. Quote Link to comment Share on other sites More sharing options...
BSR_Vhladd Posted September 1, 2007 Share Posted September 1, 2007 Lancer, yes it will affect NV. Which makes sense, since the ambient light is lower, NV is less powerful. Quote Link to comment Share on other sites More sharing options...
=|KI|=MonK Posted September 1, 2007 Author Share Posted September 1, 2007 Thanks alot Vhladd.....I appreciate the help. I don't much care if the landscape in the distance is un-characteristicly bright. I've always been a "game-play-FIRST" modder. If the game-play on a map of mine sucks, then it doesn't really matter if the textures and lightmaps are beautifully rendered now does it? Quote Link to comment Share on other sites More sharing options...
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