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Test Subject
#301 Old 3rd Nov 2012 at 6:43 AM Last edited by mahamudo : 3rd Nov 2012 at 7:46 AM.
S3_1F886EAD_00000000_5E4F8E7B226066CA%%+_INI.ini

AmbientProbeScale controls the scale of ambient part (The second and third bar of Color Ramp).
This is the base environment lightness without sunlight.
However, SunlightScale=0 will result in no shadow, no matter what value you set the AmbientProbeScale.

SunlightScale = 1.0 AmbientProbeScale = 1.0


SunlightScale = 0 AmbientProbeScale = 1.0


SunlightScale = 1.0 AmbientProbeScale = 0


SunlightScale = 0 AmbientProbeScale = 0
Test Subject
#302 Old 3rd Nov 2012 at 7:31 AM
GrayscaleProbeIntensity:
Looks like this one is lighting from the ground.
Controlled by AmbientProbeScale.

LightProbeSaturation: I really can't tell what this one does..... it seem like it adds violet color to GrayscaleProbeIntensity, but show influence on all world.
Controlled by LightProbeSaturation.

LightProbeSaturation=0, GrayscaleProbeIntensity=0


LightProbeSaturation=0, GrayscaleProbeIntensity=10


LightProbeSaturation=10, GrayscaleProbeIntensity=0


LightProbeSaturation=10, GrayscaleProbeIntensity=10



I set the value to very very high to see the effect....
Very high value can show effect in daylight too.


With normal value<1
LightProbeSaturation=1, GrayscaleProbeIntensity=1
Rogue Redeemer
retired moderator
#303 Old 3rd Nov 2012 at 3:34 PM
I just found this video showing a shooting star effect from Lunar Lakes. I haven't seen that effect in other worlds, is that just me? I'm wondering if it's part of the .INI-files or if it's just a regular visual effect (maybe the meteor shower effect which can be found in CAW?)
Retired
retired moderator
#304 Old 3rd Nov 2012 at 4:16 PM
That's the meteor shower effect that you place in CAW.

CAW Wiki - A wiki for CAW users. Feel free to edit.

GON OUT, BACKSON, BISY BACKSON
Rogue Redeemer
retired moderator
#305 Old 3rd Nov 2012 at 8:17 PM
Quote:
Originally Posted by kiwi_tea
That's the meteor shower effect that you place in CAW.


Awesome! Wow, I've never seen that effect in-game before, and I look at the sky a lot. I wonder if it doesn't show very often, or if it shows just from certain spots... Gotta look at the sky more carefully from now on!
Retired
retired moderator
#306 Old 4th Nov 2012 at 4:56 PM
It's pretty rare. I don't know what influences it to show up. Lunar Lakes has lots of them, so you see it more there.

CAW Wiki - A wiki for CAW users. Feel free to edit.

GON OUT, BACKSON, BISY BACKSON
Lab Assistant
#307 Old 20th Nov 2012 at 10:13 AM
Okay, I've read almost anything, but I still do not really understand. I'm sorry, I'm very dumb with these things, so please don't bash me for asking this, but can anyone give me a step by step instruction on how to change the weather in one of my custom worlds to an overcast/kind of Pacific Northwest kind of weather?
I'd be very pleased, thank you.

The line between genius and insanity is very thin and easily crossed.
The Camera Eye
retired moderator
Original Poster
#308 Old 30th Nov 2012 at 2:47 PM
@mrbiggles- no step by step yet, but we are gathering information in this thread for wiki articles. I have no idea what Pacific Northwest weather is like, but if you want overcast you might like either Bridgeport or Twinbrook's weather files. There are instructions in Post #3 about how to import these to your world.

@mahamudo- great research and images! We have a lot to learn now about how exactly the weather works since seasons. I've only just installed my copy, so I'm hoping anyone who has information will post here too. Thanks for your posts!
Mad Poster
#309 Old 1st Dec 2012 at 4:34 PM
Is there any idea how .dds files and .ini files are affected by weather in Seasons?
Lab Assistant
#310 Old 1st Dec 2012 at 6:35 PM Last edited by PWN9483 : 2nd Dec 2012 at 5:03 PM.
Playing around with ini files last night I discovered that simply bundling the files into their own .package file and placing this in the mods folder alongside other mods seems a quick approach to testing out various color settings rather than modifying the actual .world each time. For me this reduces the fear of messing up an actual .world file.

I got this idea from Jasumi http://www.modthesims.info/download.php?t=453212

- I copy all the .ini files into a folder.
- Simply open each .ini file and adjust various values, save and close them.
- Then open SP3E, create new, from the resource menu import from file all files in the folder, select replace duplicate, compress, then save as, name as a .package and drop the .package into the mods folder.

Then clear the Sims cache, Start the Sims and play as usual looking at the changes in color, cloud, et.
Test Subject
#311 Old 6th Dec 2012 at 2:26 PM
Quote:
Originally Posted by simsample
@mahamudo- great research and images! We have a lot to learn now about how exactly the weather works since seasons. I've only just installed my copy, so I'm hoping anyone who has information will post here too. Thanks for your posts!


It seems like game system chooses the proper weather types (Clear, Partly Cloudy, Overcast, Stormy and Custom) of different meteotology types (Sunny, Fog, Snow, Rain and Hail). And in Sunny, it will rotate all the five weather types with the probability weight set and you will see a "stormy sunny" day.
So there seems no additional weather types and weather settings in Seasons.
Game system also changes the fog setting in different meteotology types by some kind of calculation. But the result is based on your base setting....I guess.

I have also made my own default replacement environment lighting tweaks.
http://www.modthesims.info/d/490659
Top Secret Researcher
#312 Old 20th Dec 2012 at 2:20 AM
Quote:
Originally Posted by mahamudo
S3_1F886EAD_00000000_5E4F8E7B226066CA%%+_INI.ini

AmbientProbeScale controls the scale of ambient part (The second and third bar of Color Ramp).
This is the base environment lightness without sunlight.
However, SunlightScale=0 will result in no shadow, no matter what value you set the AmbientProbeScale.

Hmm, thanks for posting these.
I wonder if these settings are why some worlds have such a glowy effect in sunny weather?


Hey all, long time since I've checked in. I'm still merrily building worlds....such to the point that I've hardly played the game!

I do have a quick question. I was wanting to import basegame INIs into Sunlit Tides to try and get rid of the sunlight glowiness, and S3PE would not open it. (although Mahamudo's post gives me some ideas to try with the INIs when I can get in to poke around, rather than necessarily importing new ones).

But, I could open Lucky Palms. Difference between the two is that I bought Sunlight Tides and downloaded a hacked Lucky Palms. Would decrapifying be a solution, does anyone know offhand?
Field Researcher
#313 Old 20th Dec 2012 at 3:33 AM
I'm just curious and don't think this question is deserving of its own thread, especially since I don't see myself needing anything like this at any point soon (right now I'm just tossing around a few world ideas, and one of them was what triggered this question). Is it possible to change the daylight hours for a town based on the current season that has been discovered yet? For example, a far northern town experiencing very long days in summer and almost complete night during the winter?

I'm still learning CAW and tbh I am terrified to go messing with the files at this point, but I was wondering if the capability to change things like that based on the season was something EA decided to include.

Sorry if that's a dumb question!
Test Subject
#314 Old 20th Dec 2012 at 4:47 PM
Quote:
Originally Posted by Aree
I'm just curious and don't think this question is deserving of its own thread, especially since I don't see myself needing anything like this at any point soon (right now I'm just tossing around a few world ideas, and one of them was what triggered this question). Is it possible to change the daylight hours for a town based on the current season that has been discovered yet? For example, a far northern town experiencing very long days in summer and almost complete night during the winter?

I'm still learning CAW and tbh I am terrified to go messing with the files at this point, but I was wondering if the capability to change things like that based on the season was something EA decided to include.

Sorry if that's a dumb question!

I haven't try this yet but...
It looks like the setting is in this item in SIMS3\Game\\Bin\Gameplay\GameplayData.package
_XML SeasonsManager_0xda46c4abc19a24ff
You can change the sunrise and sunset hours offset.
Test Subject
#315 Old 21st Dec 2012 at 4:36 AM
OK. I have made a default replacement with 6 flavors to change the offset of sunrise and sunset time each season.
Take a look here.

EA Default Value


You can also set the degree of Sun, Moon and starfield equator in SkyCommon.ini.
However, there seems no way to control their offset in each season.
Field Researcher
#316 Old 21st Dec 2012 at 7:13 AM
Amazing! Thank you for the info! :D
The Camera Eye
retired moderator
Original Poster
#317 Old 26th Dec 2012 at 7:15 PM
Quote:
Originally Posted by PWN9483
Playing around with ini files last night I discovered that simply bundling the files into their own .package file and placing this in the mods folder alongside other mods seems a quick approach to testing out various color settings rather than modifying the actual .world each time.

No need to go to that trouble- just name the files correctly and place in your Config folder instead:
http://modthesims.info/showthread.php?t=466283
That will allow you to view the weather settings and ramp colours in CAW directly, without having to boot up the game. The files will be picked up on export too.
Mad Poster
#318 Old 12th Jan 2013 at 3:29 AM
Sun Halo Intensity?
Is there any method of differentiating the sun halo from the sun itself?

I know that in the S3_1F886EAD_00000000_5E20253AF53E517F_TunableSky%%+_INI.ini file, there's an option that controls the size of the sun halo and sun.
Quote:
;; Radii of the sun, sun glow, and moon in metric arbitrary units
SunRadius = #
SunHaloRadius = #

Sun, as in referring to the sun, and sun halo, as in referring to the glow surrounding the sun.

The sun halo is always the same color at the closest point to the sun itself, and essentially blends into the sun. I'm looking for a way of making that disk darker in color than the sun, or more transparent, as to make a clear difference between the sun and the sun halo. Are there any options (.ini, .dds, etc.) that can help with this? I've tried changing colors in the .dds files, but they have the effect of changing the color of the entire sun, not the part I want.



The reason for this question is that I'm looking to replicate this effect in the sky:


The effect can roughly be achieved by manipulating the two values above, but has the effect of making the sun look enormous. By having the sun halo glow slightly less intense as the sun itself, the effect can totally be created.
The Camera Eye
retired moderator
Original Poster
#319 Old 15th Jan 2013 at 2:38 PM
I think you'd be looking at manipulating the colour ramps for this, as that's the way to change the colour of the sun halo and sun.

These three posts may help:
http://modthesims.info/showpost.php...37&postcount=32

http://modthesims.info/showpost.php...7&postcount=194

http://modthesims.info/showpost.php...2&postcount=198
Test Subject
#320 Old 17th Jan 2013 at 11:44 PM
Okay guys, I am stuck AGAIN, unfortunately Lol I did what you said, GrayOwl and now, just like your previous situation, I am having yet ANOTHER set of problems. It's like a see-saw effect!!! Lol If one thing goes right, something else goes wrong. So anyway, now I have used the folders BasegameEditedFiles and CustomColouRamps. I did exactly what you told me and copy&pasted the ramp I wanted (custom) over the rest of the ramps and saved them as their own original name. Now, the only bizarre colors I am seeing is in the Stormy and Clear setting in CAW. The difference from before is that they don't change colors when I shift views anymore. Stormy stays purple and Clear stays a baby blue. Both colors I shouldn't be seeing.

BUT, I did notice one interesting thing: when I turn off the fog in CAW, the bizarre effects DO go away. The only problem with that is the seabed becomes totally transparent So maybe I should mess with the fog distances a bit and see what happens?? If so, could someone briefly explain how those exactly work. I am so confused and frustrated!!! I really don't know what else to do. I was wondering if someone could possibly take a look at my files and see if they can test them out a bit and see if they can identify the problem. If anyone could, please explain how I attach the files to my message for everyone to see? Thank you so much!!!
Test Subject
#321 Old 6th Mar 2013 at 12:12 PM
Default Custom Sky colors
Simsample, you are awesome! I followed your instructions on sky/sea INI and DDS customization and was able to achieve the results I needed. You asked specifically for input so I'll upload a few screenshots.

I also edited the S3_1F886EAD_00000000_560C0FD7012DA7F3%%+_INI
and changed the sunrise and set times, and played with the starfield.

I found it neccicarry to change S3_00B2D882_0076A684_ECCBBCB773C02131%%+_IMG
to get the sky green, even with the main color ramp adjusted as seen.

The project is for a movie, so I also edited all of the INI files, other than clear skies, to have 0% probability. This gives me some errors in CAW, Ill update after I've loaded it in game.

Again, thank you so much for your tutorial and the appropriate packaged files!!
Screenshots
Top Secret Researcher
#322 Old 7th Apr 2013 at 1:28 PM Last edited by Ive : 8th Apr 2013 at 10:58 PM.
Could someone please be so kind and share all the default ini files?

I backed them up on my other drive, and then it died...

TS3 aliens? Finally! Now give us OFB and proper apartments, damnit! - EA, you are breaking my heart. - I give up.
Forum Resident
#323 Old 8th Apr 2013 at 12:13 AM Last edited by auntielynds : 8th Apr 2013 at 12:23 AM.
Here they are.
Download - please read all instructions before downloading any files!
File Type: 7z Unaltered ini Files.7z (10.8 KB, 58 downloads) - View custom content
Description: Original ini files ready to alter and import with s3pe
Top Secret Researcher
#324 Old 8th Apr 2013 at 1:01 AM Last edited by Margaret Pendragon : 8th Apr 2013 at 1:49 AM.
Have any of you done any work with INIs and CRs for Sunlit Tides yet? I'm trying to darken the night sky like I did here but I guess I'm a little out of practice. I've been twiddling around with both INIs and 9E6 color ramp since last night and still haven't found the magic sweet spot.

Or maybe I need to look at the partly cloudy ramp more since there are often clouds? Or maybe I'll try using one of my old CRs as an override.




ETA yeah I shoulda looked at the partly cloudy CR first. Still working on it but seeing results now.

ETAA All better now. We used to predominantly use the 9E6 color ramp before Seasons since there was mainly only clear weather. Now I guess some level of clouds are present the majority of the time, so making changes to the 2131 color ramp gave me what I was looking for.

This is what I'm working on:
The moon glow in the sky needed to get gone for proper screen shots of the earth moon set I made.
Top Secret Researcher
#325 Old 8th Apr 2013 at 10:57 PM
Quote:
Originally Posted by auntielynds
Here they are.


Thank you ever so much

TS3 aliens? Finally! Now give us OFB and proper apartments, damnit! - EA, you are breaking my heart. - I give up.
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