Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: kasperl on April 24, 2004, 07:12:15 am

Title: ambient light amount commandline
Post by: kasperl on April 24, 2004, 07:12:15 am
ok, i think i missed something here. i heard LS talk about a cmmdline for the amount of ambient lighting ingame. is this a wanted feature or already implemented? and if it is implemented, why ain't it in the wiki?
btw: i ran FSO on my dad's comp, who doesn't use a Radeon 7k, 9k or 9200, and spec lighting is very pretty indeed.
Title: ambient light amount commandline
Post by: Turnsky on April 24, 2004, 07:44:48 am
that reminds me, any news on the radeon fixes for FSO?
Title: ambient light amount commandline
Post by: kasperl on April 24, 2004, 07:45:43 am
dunno, it still doesn't work on my R7k.

on the bright side, TNT users are a lot worse, they get crashes the moment they look at certain ships.
Title: ambient light amount commandline
Post by: RandomTiger on April 24, 2004, 12:10:25 pm
Had a look into that but couldnt spot anything obvious.
My theory turned out to be nothing.

I've been very busy with RL recently also.
Title: ambient light amount commandline
Post by: WMCoolmon on April 24, 2004, 12:23:28 pm
Shouldn't this be a mission designer controlled attribute and not a command-line option?
Title: ambient light amount commandline
Post by: kasperl on April 24, 2004, 01:34:31 pm
the wishes are for a value in the mission, and a command line multiplier.
Title: ambient light amount commandline
Post by: WMCoolmon on April 24, 2004, 04:12:30 pm
I'll go with that. :nod:

The next question is, doesn't this count as a feature?
Title: ambient light amount commandline
Post by: Flipside on April 24, 2004, 04:31:54 pm
Well, post 3.6 I'm certainly going to request being able to set the colour of the Ambient light ;)
Title: ambient light amount commandline
Post by: karajorma on April 24, 2004, 05:38:16 pm
Quote
Originally posted by WMCoolmon
I'll go with that. :nod:

The next question is, doesn't this count as a feature?


Not if you call removing ambient light a bug :D
Title: ambient light amount commandline
Post by: QuantumDelta on April 24, 2004, 07:17:28 pm
-ambient_factor XX
Is the command line, goes in custom flags.

I had a fiddle around with it, but using the env mapping / ambient lighting, all I see is problems and things...

Looks absolutely beautiful when it works...
Sadly once in a bluemoon though...

Examples of problems with ambient lighting on my 9600 Pro.

http://smalltimerivalry.com/sschost/scriptquantumdelta/FS2SCP/screen04.jpg

What ship? (Plus notice weird ass glass coating the ships have suddenly acquired with env mapping that seems to refract light as well as reflect it, making them look weird and trippy...)

http://smalltimerivalry.com/sschost/scriptquantumdelta/FS2SCP/screen03.jpg

Say hi to my big red beamer :D
(The problem is actually not very obvious in this shot, since, you could actually believe a star is red enough to do this, but uhm...
Since (while you can see some pink around the edges of the star to say "ahh.....it's a red star", it's white, and therefore looks really odd when it makes ships look THIS RED), it's the angle the light seems to reflect at, it's kinda weird...not like you're seeing light bouncing off a ship, more like you're seeing a hologram fading in and out between the two pictures it normally has ...).

http://smalltimerivalry.com/sschost/scriptquantumdelta/FS2SCP/screen02.jpg

Love the new paint job on the INSIDE of the Arcadia? A piece of that station that most definately is not exposed to the sun it's reflecting light from (You can tell the position of the star from;
A) the fact that the other panels next to it aren't reflecting anything...cuz.... that would just make sense if there was a gradient reflection...
B) The reflection of the stars light on the top of the arcadia, which is actually more or less correct.)

Anyway

I'm not 100% sure on how the numbers relate to the brightness, I've been scrolling through, I think, at this point in time the higher the number the darker your models will be.
....Since I can't see artimes (Non-DH :P) on 75 heh.


Please note;
I really attribute env mapping and ambient lighting to eachother, because they don't work very well without eachother.
Title: ambient light amount commandline
Post by: Lightspeed on April 24, 2004, 07:57:59 pm
first one looks like the ambient lighting is completely missing and only env mapping is used.

The odd looking env maps come from the fact that right now specularity strength = environmental reflectivity - that will change when env mapping is officially implemented, and will allow us to customize env maps as to avoid any 'glass effects' where they shouldnt be.

As for the Artemis, higher number = more ambient light.

75 is quite few ambient light, actually, it's what I use :)

Try 100 or more :D

Oh, and dont forget to make use of the brightness slider in the options screen.
Title: ambient light amount commandline
Post by: QuantumDelta on April 24, 2004, 08:02:05 pm
/Continues fiddling.

I'm not writting this off until I'm satisfied it's not a setting I haven't got quite right ;)

It looks too damn good when it works to write off easily.
Title: ambient light amount commandline
Post by: RandomTiger on April 25, 2004, 05:44:15 am
After 3.6 we will allow missions to specify coloured ambient light and the command line will still work in addition to that