The
tech room version definitely has identifiable nebula and sun features (it looks almost like a skybox) if you drag the ships around so you can control what part of the reflection you can see, so I thought the weapon select screen was the same. In the techroom, especially with the Centaur's big window, you can clearly see green nebula, and a yellow sun.
I went and changed the color in missionscreencommon.cpp (that line shows up in two places, one for each screen), and it seems to have odd effects. If I change it to all red (for an easy to identify contrast, to see if it's working), the light coming from the direction specified in that code turns blue (
), and the green "nebula" stays on the sides. The bottom attachment is what it looks like in the ship selection screen if I change the values to the equivalent of 255, 51, 51, 255. It looks the same in the weapon select screen, but since the "light" comes from .000001 off the X axis, it only recolors the nose of the ship (it colors the rendered weapon model, though). It's almost like whatever effect that's shown in the techroom is being applied, and then additional directional lighting is being applied on top of that in the loading screens.
I'm messing around with the PBR branch, btw, but I don't know if that matters?
My "coding" knowledge pretty much tops out at helping 7th graders to make games in Scratch (I'm not even the computer science teacher), so this is at least kinda fun figuring it out. Thanks for your replies
EDIT: Figured out the color discrepancy. The first value is the intensity, THEN RGB. According to
this documentation, I can mess with specular coloring too, so I'll try that next.
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