mcnools 62 Posted November 18, 2011 (edited) I know about these settings: http://forums.bistudio.com/showthread.php?t=93128&highlight=Lighting http://forums.bistudio.com/showthread.php?t=121433&highlight=lighting But from what I can gather it's not possible to have specific lighting-effects for specific maps? (terrains that is, not missions). I'm working on a map with some snow, but right now the red-ish tint of the light often makes it look a bit pink (despite the weather being a bit snowy in december). Both the satmap and textures are rather desaturated, but it doesn't seem to help that much. I was wondering if it's possible to set the lighting for the map to be a lot less saturated and less red, colder in other words, without going to the extreme, preferably settings that are activated/works well with the Environment - Colours-module in the editor. Is it possible? How would I do this? Edited November 18, 2011 by McNools Share this post Link to post Share on other sites
nikita320106 0 Posted November 18, 2011 (edited) inside island config class Lighting: DefaultLighting { // groundReflection[] = {0.03,0.025,0.015};//shapue // groundReflection[] = {0.06,0.06,0.03};//default groundReflection[] = {0.063,0.062,0.038};//zagrabad }; //from Chernarus config class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, {0.050000, 0.050000, 0.060000}, {0.001000, 0.001000, 0.002000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.000100, 0.000100, 0.000200}, {0.000100, 0.000100, 0.000200}, 0}; fullNight[] = {-5, {0.050000, 0.050000, 0.050000}, {0.020000, 0.020000, 0.020000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.035000, 0.040000}, {0.100000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.100000, 0.100000, 0.120000}, 1}; sunrise[] = {0, {{0.700000, 0.450000, 0.450000}, "5.16+(-5)"}, {{0.070000, 0.090000, 0.120000}, "1.0+(-0.1)"}, {{0.600000, 0.470000, 0.250000}, "1.66+(-0.1)"}, {{0.100000, 0.090000, 0.100000}, "4.3+(-5)"}, {{0.500000, 0.400000, 0.400000}, "6.49+(-5)"}, {{0.880000, 0.510000, 0.240000}, "1.39+(-0.1)"}, 1}; earlyMorning[] = {3, {{0.650000, 0.550000, 0.550000}, "6.04+(-5)"}, {{0.080000, 0.090000, 0.110000}, "1.5+(-0.1)"}, {{0.550000, 0.470000, 0.250000}, "1.54+(-0.1)"}, {{0.100000, 0.090000, 0.100000}, "5.02+(-5)"}, {{0.500000, 0.400000, 0.400000}, "7.05+(-5)"}, {{0.880000, 0.510000, 0.240000}, "1.88+(-0.1)"}, 1}; midMorning[] = {8, {{0.980000, 0.850000, 0.800000}, "8.37+(-5)"}, {{0.080000, 0.090000, 0.110000}, "1.42+(-0.1)"}, {{0.870000, 0.470000, 0.250000}, "1.87+(-0.1)"}, {{0.090000, 0.090000, 0.100000}, "6.89+(-5)"}, {{0.500000, 0.400000, 0.400000}, "8.9+(-5)"}, {{0.880000, 0.510000, 0.240000}, "1.88+(-5)"}, 1}; morning[] = {16, {{1, 1, 0.900000}, "13.1.5+(-0.1)"}, {{0.170000, 0.180000, 0.190000}, "1.26+(-0.1)"}, {{1, 1, 0.900000}, "12.67+(-5)"}, {{0.170000, 0.180000, 0.190000}, "1.71+(-0.1)"}, {{0.150000, 0.150000, 0.150000}, "12.42+(-5)"}, {{0.170000, 0.170000, 0.150000}, "1.42+(-0.1)"}, 1}; noon[] = {45, {{1, 1, 1}, "1.5+(-0.1)"}, {{1, 1.300000, 1.550000}, "1.5+(-0.1)"}, {{1, 1, 1}, "15+(-5)"}, {{0.360000, 0.370000, 0.380000}, "1.5+(-0.1)"}, {{1, 1, 1}, "16+(-5)"}, {{1.000000, 1.000000, 1}, "1.5+(-0.1)"}, 1}; }; inside bin(or ca) config class CfgMaterials { class Terrain { ambient[] = {1,1,1,1}; diffuse[] = {0.6,0.6,0.6,1}; forcedDiffuse[] = {0.05,0.05,0.05,1}; specular[] = {0,0,0,0}; specularPower = 1; emmisive[] = {0,0,0,0}; ......................................... ......................................... }; }; Edited November 18, 2011 by nikita320106 Share this post Link to post Share on other sites
mcnools 62 Posted November 18, 2011 Thanks! I'm having a problem getting it work though, it tells me I'm missing enheritance-classes, so I'm guessing I need to define "DefaultLighting", what would be the best way to do this? this is my current config.cpp: class CfgPatches { class TUT_SampleMap { units[] = {TUT_SampleMap}; weapons[] = {}; requiredVersion = 1.03; requiredAddons[] = {"Takistan","CA_E","CARoads_E","CARocks_E","CAStructures_E","CAMisc_E"}; version = "2009-9-1"; fileName = "TUT_SampleMap.pbo"; author = "SgtAce"; mail = "Sgt.Ace@web.de"; }; }; class CfgWorlds { class CAWorld; class Takistan: CAWorld { class Grid; class DefaultClutter; }; class TUT_SampleMap: Takistan { description = "Hazar-Kot Valley"; worldName= "\TUT\TUT_SampleMap\TUT_SampleMap.wrp"; pictureShot = "\TUT\TUT_SampleMap\data\SM_Picture_ca.paa"; centerPosition[] = {2720,2462,500}; seagullPos[] = {2720,2462,500}; longitude = 30; // positive is east, in degrees? latitude = -45; // positive is south, in degrees? class Clutter { #include "cfgClutter.hpp" }; class Lighting: DefaultLighting { // groundReflection[] = {0.03,0.025,0.015};//shapue // groundReflection[] = {0.06,0.06,0.03};//default groundReflection[] = {0.063,0.062,0.038};//zagrabad }; class DayLightingBrightAlmost: DayLightingBrightAlmost { deepNight[] = {-15, {0.050000, 0.050000, 0.060000}, {0.001000, 0.001000, 0.002000}, {0.020000, 0.020000, 0.050000}, {0.003000, 0.003000, 0.003000}, {0.000100, 0.000100, 0.000200}, {0.000100, 0.000100, 0.000200}, 0}; fullNight[] = {-5, {0.050000, 0.050000, 0.050000}, {0.020000, 0.020000, 0.020000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.010000, 0.010000, 0.020000}, {0.080000, 0.060000, 0.060000}, 0}; sunMoon[] = {-3.750000, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.045000, 0.040000, 0.040000}, {0.040000, 0.040000, 0.040000}, {0.040000, 0.035000, 0.040000}, {0.100000, 0.080000, 0.090000}, 0.500000}; earlySun[] = {-2.500000, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.120000, 0.100000, 0.100000}, {0.080000, 0.060000, 0.070000}, {0.080000, 0.070000, 0.080000}, {0.100000, 0.100000, 0.120000}, 1}; sunrise[] = {0, {{0.700000, 0.450000, 0.450000}, "5.16+(-5)"}, {{0.070000, 0.090000, 0.120000}, "1.0+(-0.1)"}, {{0.600000, 0.470000, 0.250000}, "1.66+(-0.1)"}, {{0.100000, 0.090000, 0.100000}, "4.3+(-5)"}, {{0.500000, 0.400000, 0.400000}, "6.49+(-5)"}, {{0.880000, 0.510000, 0.240000}, "1.39+(-0.1)"}, 1}; earlyMorning[] = {3, {{0.650000, 0.550000, 0.550000}, "6.04+(-5)"}, {{0.080000, 0.090000, 0.110000}, "1.5+(-0.1)"}, {{0.550000, 0.470000, 0.250000}, "1.54+(-0.1)"}, {{0.100000, 0.090000, 0.100000}, "5.02+(-5)"}, {{0.500000, 0.400000, 0.400000}, "7.05+(-5)"}, {{0.880000, 0.510000, 0.240000}, "1.88+(-0.1)"}, 1}; midMorning[] = {8, {{0.980000, 0.850000, 0.800000}, "8.37+(-5)"}, {{0.080000, 0.090000, 0.110000}, "1.42+(-0.1)"}, {{0.870000, 0.470000, 0.250000}, "1.87+(-0.1)"}, {{0.090000, 0.090000, 0.100000}, "6.89+(-5)"}, {{0.500000, 0.400000, 0.400000}, "8.9+(-5)"}, {{0.880000, 0.510000, 0.240000}, "1.88+(-5)"}, 1}; morning[] = {16, {{1, 1, 0.900000}, "13.1.5+(-0.1)"}, {{0.170000, 0.180000, 0.190000}, "1.26+(-0.1)"}, {{1, 1, 0.900000}, "12.67+(-5)"}, {{0.170000, 0.180000, 0.190000}, "1.71+(-0.1)"}, {{0.150000, 0.150000, 0.150000}, "12.42+(-5)"}, {{0.170000, 0.170000, 0.150000}, "1.42+(-0.1)"}, 1}; noon[] = {45, {{1, 1, 1}, "1.5+(-0.1)"}, {{1, 1.300000, 1.550000}, "1.5+(-0.1)"}, {{1, 1, 1}, "15+(-5)"}, {{0.360000, 0.370000, 0.380000}, "1.5+(-0.1)"}, {{1, 1, 1}, "16+(-5)"}, {{1.000000, 1.000000, 1}, "1.5+(-0.1)"}, 1}; }; class Names { #include "TUT_SampleMap.hpp" }; }; }; class CfgWorldList { class TUT_SampleMap {}; }; class CfgMissions { class Cutscenes { class TUT_SampleMapIntro { directory = "TUT\TUT_SampleMap\data\scenes\Intro.TUT_SampleMap"; }; }; }; //SURFACES #include "cfgSurfaces.hpp" Share this post Link to post Share on other sites
.kju 3239 Posted November 18, 2011 at 1st level class DefaultLighting;class DayLightingBrightAlmost; Share this post Link to post Share on other sites
mcnools 62 Posted November 18, 2011 (edited) Thanks for the quick reply! It seemed to work! (at least eliteness didn't have any problems), will try and see if it works ingame! However, what is the "class CfgMaterials" for? And which config should I put it in? the ca-folder in my work-folder (and the P: drive)? Edit: It worked! Now I need to experiment with colours, and look into what number means what, haha. Does anyone know which numbers decide the colour of the light etc? seems there's some info here: http://sites.google.com/site/islandconfigs/cfgworlds-overview/cfgworlds-lighting-weather Edited November 18, 2011 by McNools Share this post Link to post Share on other sites