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Old 01-15-12, 10:38 AM   #1
jaxa
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I've checked some graphics mods available at this forum or founded somewhere on my HDD and surprisingly stock GWX crew looks imho the best
Could you give a proposal of crew graphics mod used by you for tests?
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Old 01-15-12, 10:42 AM   #2
PapaKilo
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All I can say is that I'm using OLCG2 environment. One of the main things I like init is that the watch crew on the bridge do not glow in complete darkness. IIRC GWX watch crew still had that weird glow.
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Old 01-15-12, 11:08 AM   #3
Victor Schutze
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Quote:
Originally Posted by PapaKilo View Post
All I can say is that I'm using OLCG2 environment. One of the main things I like init is that the watch crew on the bridge do not glow in complete darkness. IIRC GWX watch crew still had that weird glow.
I noticed yesterday that if their faces don't glow, their hands still do. Hands have a "serious" pink color in the dark instead of that darkened color the faces have.

I guess there is room for improvement there.
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Old 01-15-12, 11:15 AM   #4
PapaKilo
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Quote:
Originally Posted by Victor Schutze View Post
I noticed yesterday that if their faces don't glow, their hands still do. Hands have a "serious" pink color in the dark instead of that darkened color the faces have.

I guess there is room for improvement there.
Yeah this is truth, somehow hands still has this glow a bit.
I wonder if OLC knows about it ?
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Old 01-17-12, 02:03 AM   #5
Anvart
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Quote:
Originally Posted by PapaKilo View Post
...
IIRC GWX watch crew still had that weird glow.
Maybe the material of the body (in Body01.dat) has Emissive parameter more than 6...8?
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Old 01-17-12, 03:12 AM   #6
PapaKilo
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Quote:
Originally Posted by Anvart View Post
Maybe the material of the body (in Body01.dat) has Emissive parameter more than 6...8?
You should know better, I'm really a noob in tech parameters

IIRC GWX completly removed stock ocean glow at night, but the crew on bridge were still glowing ?

OLCG2 almost removes the crew glow, only the hands still has that slight pink brightness left.
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Old 01-18-12, 05:25 AM   #7
Anvart
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"ocean glow at night", as you said, is determined by the parameters of the environment in EnvColors_ *. dat and scene.dat.
"body/hands glow", as you said, is determined by the parameters of the controller ConfigureBumpMap in Turm*_hd.dat and Emissive parameter in material of the body in body01.dat/body2.dat (look pic.):



Use S3D program for looking and editing Emissive parameter...
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Old 01-18-12, 08:45 AM   #8
Kafka BC
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Hmmmm.

In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.

This is a midnight shot and looks a tad brighter in the game.



Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.

Head Diffuse color: 255; 255; 255
Head Glossiness: 63

Body Diffuse color: 149; 149; 149
Body Glossiness: 25

Emissive for both are 0.
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Last edited by Kafka BC; 01-18-12 at 11:51 AM.
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Old 01-18-12, 11:42 AM   #9
Kafka BC
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Oh heck, just had to test it. Yep, that was it.

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Ah, for just one time I would take the Northwest Passage
To find the hand of Franklin reaching for the Beaufort Sea
Tracing one warm line through a land so wide and savage
And make a Northwest Passage to the sea.

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Old 01-18-12, 12:41 PM   #10
Victor Schutze
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Quote:
Originally Posted by Kafka BC View Post
Hmmmm.

In the environment I am doing for my modified stock game, I seem to have the opposite problem. The hands are too dark, almost like they are wearing gloves.

This is a midnight shot and looks a tad brighter in the game.



Just checked, I think it is because of different diffuse color settings for the head and body. Will have to test some other day.

Head Diffuse color: 255; 255; 255
Head Glossiness: 63

Body Diffuse color: 149; 149; 149
Body Glossiness: 25

Emissive for both are 0.

Yes, this is the opposite problem for me: heads are darken, hands are shining.

What software/files combination do you use to modify these values again?
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