#225

27th Sep 2006 at 11:15 AM
Last edited by Numenor : 27th Sep 2006 at
11:28 AM.
Chesspieceface (and anyone interested) - First off, these are the relevant data of my installation:
Radiance 2.2 RC1 (downloaded from here) without any personal change or additions,
except the "useShaders false" line, that was removed (I use Maxis shaders). My graphic card is an Nvidia 5700LE. I have all the EPs and SPs, and I always install the latest patches.
Quote:
Originally Posted by Chesspieceface
The 2.2.1 version has an environment variable set in the lighting.txt that basically disables directional light indoors. In order for bump/normal mapping to be visible the light source apparently MUST have a direction. My version sets this variable to a value (6) that produces both a pleasantly diffuse effect and keeps bump mapping visible indoors.
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Yes, I've read your notes about the roomLightingType variable on this thread. GunMod used a value of 2 (ambient only), Maxis used 4 (ambient + 2 dir.), you used 6 (ambient + 4 dir.).
You are right that 2 isn't suitable (for the bumbmaps) but 6, too, looks quite bad in my game: when a sim walks through a room, the lights and shadows on him have too sharp transitions (see video
HERE - 3Mb).
I've tested values from 0 to 7 in my game, and all the values greater than 4 produce the same "flashy" shadows. Let's discard also 0 and 1 (no ambient) and 2 (no directional), the best value seems to be Maxis default, 4, that has ambient light
and the maximum number of directionals that ensure smooth shadow transitions.
NOTE: I guess that this "maximum number of directionals" varies depending to the graphic card (I have an Nvidia 5700LE) and this explains why a value of 6 looks good in your game. I think that Maxis choosed the value that would have fit the average capabilities of the various graphic cards.
Quote:
Originally Posted by Chesspieceface
In addition the 2.2.1 version has no definitions for the lights and windows added by OFB and FFS. Unless you have modded the items you can test this very easily. For example there is a "Bay Window" added by (I think) OFB... If you place it in a house with the 2.2.1, no light passes through it at all, its definitions have been ignored because of the way Gunmod structured the definitions. In my version I have taken the Maxis definitions of those (OFB and FFS) lights and windows and moved them into the RLS files so that they function as expected
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Now,
this is very odd. That OFB windows and lights don't work in your game, I mean. They work perfectly in mine, and I would be surprised of the opposite... (see attached pic)
When the game loads, it reads all the "Lighting.txt" included in each EP (this is done automatically, no need to instruct the game on purpose).
Each "Lighting.txt", in turn, contains one or more "include" instructions (
include,
sInclude or
wildInclude), that instructs the game to load other text files, containing other light definitions. The process is recursive (every file can call other files, with no limits).
GunMod edited the base-game Lighting.txt,
deleting the original "include" instruction (thus, preventing the game to load the base-game Maxis lights), and
adding a new "include", pointing to GunMod's "RLS-Main.txt" (thus, calling all the Radiance lights).
Then, GunMod nulled out all the light definitions for UNI and NL, and added his own definitions into the various "RSL-....txt" files, located into the base-game folder.
I'm not sure why he didn't leave them in the proper folders: I guess he just found easier to have all the table lamps, from any EP, into the same file etc... Or, more probably,
he did so in order to freely use the "setLotLightingFile" cheat, to swap the various Lighting.txt on the fly, without reloading the game. However, he didn't
need to move all the light definitions to the base-game folder: he chose to do so.
Obviously,
GunMod could not edit the lighting.txt for the EP/SP newer that Nightlife, and therefore, the original files are read when the game is loaded.
Since you have experimented a lot, I
guess that at one point you have put in your OFB and FFS Lights folders a "nulled-out" custom version of the lighting.txt, instead of the original ones.
I admit I haven't read the
whole Radiance 2.2 threads (here and at MATY); but how many people complained about the Radiance 2.2.1 not working with OFB? I'm going to search the threads.