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FPSC Classic Product Chat / v.1.16 levels way darker than v.104 levels?

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ctm
21
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Joined: 25th Feb 2005
Location:
Posted: 25th Feb 2010 16:41
Hi,

i wasnt here the last 3 years.
When i saw the release of v.1.16 i wanted to test it an maybe make a little game.

The first thing i did was building one of my old testlevels i made in early 2007 and i was very surprised...it looks very different to the v1.04 version.
The level is way darker. You even cannot see the fog.

Here is a pic:
The upper pic is v.104 and the one at the bottom v.1.16



Both levels where build with a ambience setting of 25.

My question: Has Lee changed a other setting somewhere which causes this "darkness" which i cannot find or is it just a change of the grafics engine?

As it is now i am not happy with it. Even a light with a range of 300 is not able to really light up a small room.
Aaagreen
18
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 25th Feb 2010 17:24
Lee changed the lighting engine to Darklights, that's probably why it appears differently. You can change it back to normal by closing FPSC, opening setup.ini and changing:

lightmapold=0
to
lightmapold=1

And of course,

lightmapquality=5
to FPSC's old standard
lightmapquality=25
or your own value.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
ctm
21
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Joined: 25th Feb 2005
Location:
Posted: 25th Feb 2010 17:41 Edited at: 25th Feb 2010 17:42
Thanks Aaagreen.

But that screws up the walltextures and has odd effects on entitys with illumination maps (light entities).

Knew that about lightmap quality (mine is set to 50).

Seems i have to find a compromise between brighter ambience setting and lights with longer range.
charger bandit
16
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Joined: 10th Nov 2009
Location: Slovenia
Posted: 25th Feb 2010 18:18
The best is to put the ambience to 0 and then place static lights around your level.This is the best way to control the brightness while still having nice dark shadows.


A.K.A djmaster
ctm
21
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Joined: 25th Feb 2005
Location:
Posted: 25th Feb 2010 18:52
I agree that the contrast looks very good though it can be a tricky work not to accidentally leave pitchblack areas here and there...letting players run against pitch black walls isnt nice .

My problem with the new lightmapping is that even the walls which are full lit by a bright long range light dont look bright (for example the dirty wall behind the barrel at the left side)
AbdulAhad
16
Years of Service
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Joined: 1st Feb 2010
Location: Karachi, Pakistan
Posted: 25th Feb 2010 19:03
@Aaagreen
Solved my problems thanks

@charger bandit
thanks for the tip

@ctm nice level design!!!
Bugsy
17
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Joined: 24th Nov 2008
Location: another place in time
Posted: 25th Feb 2010 19:30
@ctm

nice avatar.



to fenix mod!
ctm
21
Years of Service
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Joined: 25th Feb 2005
Location:
Posted: 25th Feb 2010 20:00
thanks Abdul

@Bugsy
your one is great

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