Quote:
Originally Posted by sober
We have glowing light bulbs again . They are still white at night , dunno how to apply red mask to light bulbs at night .
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- Open Room_CR.GR2 in TDW's Editor;
- go in the 'Meshes' tab and look for the light bulb node;
- look for the light bulb mesh (it is called 'CR_bec_sticla' in this case; you can locate items by toggling their visibility on/off through their checkbox);
- expand the previously located node until you can see the material used (it is '4 Default' in this case);
- right click on the above material, and select 'Edit' (an 'Add/Edit Material' window should appear at this point);
- expand the 'ExtendedData' node in the previous window, and scroll down to the bottom; you should look at the following group of material properties:
Quote:
Ambient Color: 1.000000 1.000000 1.000000
(the color of faces receiving no light; 1 1 1 = white, 0 0 0 = black, 1 0 0 = bright red, 0.5 0.5 0 = yellow-green, etc.)
Diffuse Color: 1.000000 1.000000 1.000000
(the color of faces receiving light; it is summed up to ambient color)
Specular Color: 1.000000 1.000000 1.000000
(the color of highlights; it is summed up to ambient and diffuse color)
Shininess: 0.100000
(this should control the extent of highlights [?])
Shininess Strength: 0.000000
(this should control the strength of highlights, i.e. the opacity of the 'Diffuse Color' [?])
Transparency: 0.000000
(self explanatory)
Self Illumination: 1.000000
(the strength of light radiating from the object [?])
SelfIlluninationIsOn: 0
(a boolean; not used, or used to switch the following property on [?])
Self Illumination Color: 0.000000 0.000000 0.000000
(similar to other 'Color' properties, but applied to emissive objects; probably not used in SH5, or ignored when 'SelfIlluninationIsOn' is set to 0 [?])
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I would try dimming the 'Self Illumination' property and dimming/turning 'Color' properties to a warmer tone. If you eventually find a good balance, you should repeat the above steps for all the u-boat rooms.
Summing up: the reduction of glowing light should be feasible, though the effect of various settings might vary with gfx hardware used. On the contrary, there is not obvious way to switch between 'white' and red bulb color, but by choosing a compromise color (and, perhaps, by making bulbs slightly transparent), you can partly obviate the problem