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MASS1L1A;2303363]Hello, I continue my work on the interior my project is to make only the room_cr with bluish light and some blue bulbs (also white and red) and I have 2 little problems 
first, the blue light does not reflected on the crew and two, night red light does not reflect on the room !
Also I have already done a lot of changes, reflections on painting (more shiny), the dining lamp table is lit now, the observation periscope rework between chromium and bronze, many textures saved in DXT5 with interpolated alpha edited in DXT3 with explicit alpha, when the alpha channel is useful to a lesser extent, it is not useful to use the DXT5, quality is the same than DXT3 except for the detail of the alpha channel, the DXT5 used for textures of u-boot skins, crew faces and clothes..etc.. for a more accurate result, there are many Mods on SH5 with textures too big and it's useless, do the test with "wood" texture for exemple and we see almost no difference 
I wanted to continue putting red and white bulbs, adjust the contrast and brightness and I'll see if it's possible to illuminate the gauges but if I can't find the solution to these two problems it's not worth it..
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Looks like it's coming along nicely!

Not sure where to find the day/night switch but the brightness of the bulbs and the overall room exposure is adjusted in the Lights.cfg, MiddleGray line. I had read a thread somewhere regarding interior lighting and from what I could gather, the conning tower was on one controller and the rest of the sub was on the other.(Tried to do a search but can't find it again

)
I haven't seen "Das Boot" for a while but from (poor) memory, they appeared to switch to blue lights in the forward torpedo room to indicate that the TDC data was matched to the torpedo and and ready to fire.
EDIT: Doesn't seem to make any difference to the bulbs!
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[HDR Interior Submarine]
SunMultiplier=1 ; multiplier for the sun color
MiddleGray=0.4 ; regulates the scene exposure
MaxLuminanceScale=1.3 ; controls how much the eye adapts
LightOffset=0.5 ; a larger amount means less glow from the bright pass
EyeAdaptationTime=0 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=1.15 ; 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=0.05
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_submarine.cfg
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