I am doing tests on ambient lighting and then recording them using fraps. I will then upload them to youtube for your viewing pleasure.
The tests are as follows:
Comparing a scene (radio room) in test mode and then in built executable. One is without lights and one is with one small light. I have a trigger zone that has ambiance set at 99. This test is using the default that actually prevents ambiance override in test mode.
The other comparisons will use the rpg_useambientoverride command so that test mode will use ambient override. This will give an example of what this override actually does.
I'll edit this post with the youtube videos when they are uploaded.
Addendum #1:
@CE - just saw your video of "help."
You are having way too much fun. :LOL:
Addendum #2:
There is no ambience override in these examples
Preferences:
* Lighting Shadows - Best for quality selected
* Visuals - Full shaders selected
Here is the first of the comparison tests. The first video shows a level that
DOES NOT have any lights at all within the level. When there are no lights within a level, ambience cannot be changed and the default ambience
will alwasy be 25. This is in test mode ONLY. I have ambience in the setuplevel.ini set to 15. However, ambience is not 15 but 25. I moved into the trigger zone which should have changed the ambience to 99 but it did not.
http://www.youtube.com/watch?v=p-y0a1eJAHA
The following video shows the same level with
ONE LIGHT. You should notice the light to the right corner of room. You will notice that it is darker. That is because the setuplevel.ini has a start value of 15. Therefore this is the ambience that is used. Now, when I walk into the room with the trigger zone it will change the ambience to 99 as shown.
http://www.youtube.com/watch?v=CM--cBI9lFU
So, the main difference between the two is that one
does not have any lights and the other one
does have a light.
Addendum #3:
There is no ambience override in these examples. These examples are the exact same as in Addendum #2 except these are
executable builds. The do the same thing as in test mode. Therefore in these examples, there does not appear to be any "bugs" as in built executable does not change the ambience. The only time it doesn't is when there is
no lights within the level.
Preferences:
* Lighting Shadows - Best for quality selected
* Visuals - Full shaders selected
No lights executable.
http://www.youtube.com/watch?v=4JSpnUrtjng
Executable with light.
http://www.youtube.com/watch?v=u53oi-JJEoQ
Addendum #4:
The videos here addendum #4 will find
ambience override. I have used the rpg_useambientoverride for these levels.
Preferences:
* Lighting Shadows - Best for quality selected
* Visuals - Full shaders selected
The first video shows a level that
DOES NOT have any lights at all within the level. When there are no lights within a level, ambience cannot be changed and the default ambience
will alwasy be 25. This is in test mode ONLY. I have ambience in the setuplevel.ini set to 15. However, ambience is not 15 but 25. I moved into the trigger zone which should have changed the ambience to 99 but it did not.
http://www.youtube.com/watch?v=Rzqp6IxFmmU
The following video shows the same level with
ONE LIGHT. You should notice the light to the right corner of room. You will notice that it is darker. That is because the setuplevel.ini has a start value of 15. Therefore this is the ambience that is used. Now, when I walk into the room with the trigger zone it will change the ambience to 99 as shown.
http://www.youtube.com/watch?v=EjGsdUkHkTs
Now, to show what happens in a test level that has override turned on (which is only found with RPG Mod but is the default for v1.17+). The first time I ran the level ambience was set at 15. We then went into the trigger room and the ambience was set at 99. Now when we run this level again in test mode the ambience will start at 99 instead of 15 as was set in the setuplevel.ini.
http://www.youtube.com/watch?v=wsvsbhTIhJk
If the ambience would be changed in at this say back to 15 or if we use the ambient keys to make it darker, then the ambience would be set to that value and the next time the level is run, then it would start at that ambient value.
NOTE:
I have to say that the first video within this addendum is almost black. I think that is due to the video recording. It was not as black as this on my computer.
Addendum #5
Here is the last video upload, I think I'll do. I believe these examples show that there is really no issues with even the built levels. This video is the built level of the level used in addendum #4. You will see there is a light and therefore the ambience will change when going into the trigger zone.
http://www.youtube.com/watch?v=_wQ7cSzwh4A
Now, if you run the game again, you will still get the starting ambience and not the override like in the test mode. Of course if you save the level after the ambience changes you will get the ambience that was saved.
NOTE:
To wrap this up, if you do not have any lights in your level, then you will
always have an ambience of 25. (I noticed in the code that there is a special circumstance where it might by 75; but, I'm not sure when that would occur.). However, if you have at least one light, then you have control over your ambience, except for in test mode when there will be an overriding value of the last ambience that was used in the level.
I hope this is somewhat clear and useful.
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