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Old 01-26-12, 02:14 PM   #45
uekel
Seasoned Skipper
 
Join Date: Sep 2010
Location: Brandenburg (near Berlin/Germany)
Posts: 690
Downloads: 258
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Quote:
Originally Posted by Poacher886 View Post
I dont get it , with this mod installed my U-boat is so dark i cant even see the hatches and i certainly dont get a lit-up captins sleeping compartment like your picture....its still got the red lights on.

I have installed it after SteelV interior mod aswell, and im using a decent spec 1920x1200 24" S-IPS monitor!!
Hi Poacher886!

For this mod the lights.cfg is very important. Maybe you have overwrite it with another mod. For example "Dynamic Environment" do it. It would help to edit this manually to merge the mods.

How to do?

- Make a backup-copy of your XXX\SH5\data\cfg\lights.cfg
- Open the actual XXX\SH5\data\cfg\lights.cfg in notepad.
- Now exchange the green block in your finally lights.cfg.

I think it helps.

The problem is, we have only one lights.cfg for bunker, inside boat and outside boat.

Quote:
[Eye EnvironmentMapping]
CubeTexture=data/Textures/TNormal/tex/EyeCubeEnvMap.dds
Multiplier=2.5

[LightRim]
Multiplier=0.3
Spread=2

[InteractiveObjectsHighlight]
Spread=0
Blend=0
ColorR=0.58
ColorG=0.47
ColorB=0.23

[Subsurface Scattering]
; used for how much distance the light travels through the respective layer (epidermis or subdermis)
; subdermalSpread must always be larger than epidermalSpread
EpidermalSpread=0.2
SubdermalSpread=0.8

;controls how much each layer weights in the final color
EpidermalMultiplier=1.0 ; doesn't work now, must find a place for it in Granny.ps
SubdermalMultiplier=0.5

; the scattering of the light that comes through the other side of the object is taken from
; the alpha channel of the sss texture, this params acts as a multiplier
BackScatterMultiplier=0.8

;global params for hdr

; for exterior, the middleGray,MaxLumScale and LightOffset params are given from EnvColors, depending on time of day and season
[HDR Exterior]
SunMultiplier=1.0 ; multiplier for the sun color
EyeAdaptationTime=0.5 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=9.4; ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=2.10; ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0.20; ; Scale for the stars effect
LightShaftsStrength=0.04
LightShaftsDensity=0.7
LightShaftsDecay=0.90
LightShaftsWeight=2.20;1.00
LensFlareBlur=1.7
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_exterior.cfg

; exact copy of HDR Exterior except color correction
[HDR Underwater]
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_underwater.cfg

[HDR Interior Submarine]
SunMultiplier=1.0 ; multiplier for the sun color
MiddleGray=1.0 ; regulates the scene exposure
MaxLuminanceScale=1.80 ; controls how much the eye adapts
LightOffset=0.100 ; a larger amount means less glow from the bright pass
EyeAdaptationTime=10.0 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=1.0 ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=0.70 ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0 ; Scale for the stars effect
BloomEffectMultiplier=2.15 ; Scale for the bloom effect
LightShaftsStrength=0.08
LightShaftsDensity=0.8
LightShaftsDecay=0.98
LightShaftsWeight=1.60
LensFlareOffset=2.5 ; amount of light that goes into lensflare (relative to LightOffset)
LensFlareMultiplier=0.05
LensFlareBlur=0.7
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_interior_submarine.cfg

[HDR Interior Bunker]
SunMultiplier=1 ; multiplier for the sun color
MiddleGray=0.1 ; regulates the scene exposure
MaxLuminanceScale=10.00 ; controls how much the eye adapts
LightOffset=0.2 ; a larger amount means less glow from the bright pass
EyeAdaptationTime=2.0 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=4.15 ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=1.5 ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0 ; Scale for the stars effect
BloomEffectMultiplier=0.183 ; Scale for the bloom effect
LightShaftsStrength=0.022
LightShaftsDensity=0.6
LightShaftsDecay=0.97
LightShaftsWeight=1.0
LensFlareOffset=2 ; amount of light that goes into lensflare (relative to LightOffset)
LensFlareMultiplier=0.3
LensFlareBlur=3.0
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_interior_bunker.cfg
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