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Old 02-17-11, 04:47 PM   #43
Paris_England
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Join Date: Aug 2010
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@mobucks -- yes. The ambient light is broadly controlled by lights.cfg (data/cfg/...) and then fine tuned with data/filters/colorCorrection/hdr_interior_submarine.cfg

There is also a light controller on the GR2 file but it's difficult to access this (or at least it is for me )

The bulbs themselves are controlled by two textures: bec_submarine.dds and reflectcube.dds found in the textures folder plus a texture renderer in the GR2 file of the compartment that the light is in. The renderer has what amounts to a specularity or brightness option for the reflectcube.dds texture and a mixer for the underlying texture (bec_submarine.dds) which you can think of as the colour of the bulb's housing.

Here's the result of mixing it up a bit -- using Steel Viking's interior + darker interiors + custom HDR config + custom light textures+ custom GR2 mix + ENB series. Look after the underwatershots and look at the bulbs -- they're no longer bright balls of white

http://s241.photobucket.com/albums/f...paris-mods.mp4

P
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