arma3:terrain:v1-60-visual-upgrade-lighting-config
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arma3:terrain:v1-60-visual-upgrade-lighting-config [2017/01/22 12:10] – added contact page. snakeman | arma3:terrain:v1-60-visual-upgrade-lighting-config [2017/08/27 21:42] – added header. snakeman | ||
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If you are using just bis textures then this is no issue for you as those textures are darkened already, but if you have bright textures of your own then that page is good guide for how to adjust your textures. | If you are using just bis textures then this is no issue for you as those textures are darkened already, but if you have bright textures of your own then that page is good guide for how to adjust your textures. | ||
+ | |||
+ | |||
+ | ====== 08-28-17 Update ====== | ||
+ | |||
+ | **Cre8or Documentation in the A3 # | ||
+ | <code cpp> | ||
+ | class Lighting7 | ||
+ | { | ||
+ | // = 17:05 (on October 10th 2008 - this is 100% dependent on date and time!) | ||
+ | // Parameter syntax: {{R, G, B}, INTENSITY}; | ||
+ | diffuse[] | ||
+ | diffuseCloud[] | ||
+ | ambient[] | ||
+ | ambientCloud[] | ||
+ | ambientMid[] | ||
+ | ambientMidCloud[] | ||
+ | groundReflection[] | ||
+ | // I recommend spawning an Ghosthawk and looking at its underside to see what this does | ||
+ | groundReflectionCloud[] = {{0.40, 0.43, 0.45}, 7.0}; // Same as above | ||
+ | sky[] | ||
+ | skyAroundSun[] | ||
+ | fogColor[] | ||
+ | cloudsColor[] | ||
+ | }; | ||
+ | </ | ||
+ | |||
+ | **Further clarification on some parameters provided by Uro:** | ||
+ | |||
+ | diffuse/ | ||
+ | |||
+ | Similarly, ambient/ | ||
+ | |||
+ | bidirect[] = {}; is the light from the opposite direction than the sun. This value is not a part of the LightingNew classes | ||
+ | |||
+ | also one important factor for immersion is the fogColour array, it defines the fog colour with a few caveats. the skycolour param will have an effect on the colour of the fog you end up with so your actual fog colour will be a blend of the 2 parameters. The fogcolour also has an effect on the horizont line, where the VD ends it ceates a gradient that blends into the sky, so if for example you completely disable fogcolor it still effects how the skybox is drawn overall. | ||
+ | |||
+ | **Conversation regarding the use of each lighting class and what purpose they serve:** | ||
+ | |||
+ | Rylan: So, in the " | ||
+ | Ice: @Rylan @Cre8or posted this the other day, did you see it?\\ | ||
+ | Rylan: @Ice I did, but that doesn' | ||
+ | |||
+ | Cre8or: @Rylan IIRC there are 45 of them, divided into 4 categories.\\ | ||
+ | The first 3 categories cover a full day/night cycle each, but at different overcast values (0.25, 0.6, 0.8).\\ | ||
+ | Each set encompasses 13 classes, the first one ranging from Lighting0 to Lighting12.\\ | ||
+ | Each of these classes covers a different sun angle, between each angle the engine interpolates between the neighboring classes.\\ | ||
+ | Currently, the sun angles of all 13 classes are as follows: | ||
+ | |||
+ | Lighting0 | ||
+ | Lighting1 | ||
+ | Lighting2 | ||
+ | Lighting3 | ||
+ | Lighting4 | ||
+ | Lighting5 | ||
+ | Lighting6 | ||
+ | Lighting7 | ||
+ | Lighting8 | ||
+ | Lighting9 | ||
+ | Lighting10 | ||
+ | Lighting11 | ||
+ | Lighting12 | ||
+ | |||
+ | Then, from Lighting13 to Lighting25, the cycle repeats, and then again from 26 to 38. As for the remaining classes (39 to 44), I'm not entirely sure, but it seems like they handle the underwater lighting. |
arma3/terrain/v1-60-visual-upgrade-lighting-config.txt · Last modified: 2024/08/02 21:57 by snakeman