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Old 03-27-08, 04:04 PM   #10
Kpt, Otto
Planesman
 
Join Date: Jan 2007
Location: London
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Default night lighting...

Quote:
Originally Posted by Tuddley3
I like your bulbs. I still need to work on mine for night lighting. I guess I could change them to a lighter color of blue.
I found that changing the night lighting can be difficult because sh3 when switching over to night conditions it simply apply's a differant global filter.

This means any changes to the individual bulb colour makes little differance to the overal effect at night.


So what I have tried to do is make it so that it mimicks the eery martian like feel you get when in a room bathed in red light.

No I dont frequent those kind of establishments!! :rotfl:


But I do remember that I used to play this game over at a freinds house and he rigged his game room with a red light and of course we would have to "rig for red" when needed. Oh my ...how we laughed

Anyhow the room would have this eery martion look about it. In some places it would be very dark and in others a completely alien red glow with odd shadows everywhere.

Ive managed to recreate this eery feel of dark areas and the bulb intensity helps to make the bright areas glow and cast shadows. As you walk through the Uboat it is rather strange.




I would have liked to of had a better chance to alter the night filter more but any changes made also affect the daytime lights as well.

May I make a suggestion:

first make a back up of your files so you can restore them if needed later.

Then open the dat file and look at the fog value as this value removes some of the command room haze, because with it it seemed the compartment was smoke filed.

Its in the Command room node: Fog parameters - properties - near distance / far diastance. The higher the value the less haze you get.


The blue looks very still, much like what you would want for silent running? Its definately getting there! Altering the fog value helped me a great deal.

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Last edited by Kpt, Otto; 03-27-08 at 04:33 PM.
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