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[REL] S.T.A.L.K.E.R. Weather Overhauled v3 - feedback

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  13:15:07  17 October 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
Messages: 1444

---QUOTATION---
After aplying argus textures I had to paste from the SWO3.1.1 vanilla shaders because the argus optional shaders makes my game crash, "Your video card doesn't meet the game requirements " or something along these lines, though my card is more than capable.
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That is very much proper - I've even prepared separete Sky4CE config optionals for Argus Texture pack (they require less steep paralax to look properly).
I understand that you've used those settings for v3.1 package?


---QUOTATION---
I got one question:

- as always: sunrise and sunset timezone synchronization (Kiev, 01.05.2012) and semi-real, east-west sun arch (sun rises in the east and sets in the west)

This feature, how does it work? I want to add that to vanilla, as the pack is still too big to my liking, even with the reduced skyboxes.
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Well its a matter of weather pahse timing:


04:30:00		=	clear_weather_06	; key_start	; sunrise_phase1
05:30:00		=	clear_weather_06_00	; key_end	; sunrise_phase1.5
06:00:00		=	clear_weather_06_01	; 		; sunrise_phase2
06:30:00		=	clear_weather_07			; sunrise_phase3 	; sunrise



According to calculators sun should rise ~05:45 so for clear_weather_06_00 there is no sun light defined and for clear_weather_06_01 there is some sun (weak and orange coloured). This makes the game make the sun fluently appear at the midle of 06_00 >> 06_01 transition (appearence of sun representation on the sky is depended on sunlight - sun_color - the stronger the sunlight the more solid and bright sun texture).

As to east-west sun travel - sun position (and in consequence shadow direction and lenght) is defined with sun_dir params (vertical and horizontal position in degrees). Setting proper values thruout the day makes sun 'travel' form east to west.
This is complicated however - cause you have to uses proper sky textures so that they 'match' the sun position - for. example if sky texture has clouds drawn on it much brighter in certain spot - you have use this texture with sun being visible somwehre in that area - or it will look stupid and inrealistic.

In SWO I push this concept somewhat futher - and if for example there is a cloud on sky texture and sun moves onto this cloud - I make it realistically dissappear 'behind' the cloud - with all consequences on lighting and ambient (you can see how everything becomes darker and shadows start bleaking to eventually vanish).
Such synchornized sequences are imo the best part of SWO and make it quite unique among other weather mods or even weather systems used in other games.
  00:37:25  18 October 2010
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MrSeyker
Senior Resident
 

 
On forum: 03/21/2010
Messages: 438
Thanks for the explanation.

I guess I'll mess with the sun_dir setting first and once I have the proper movement, try to hide the sun at the appropiate time.
  15:07:06  26 November 2010
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Sgt Doom
Senior Resident
 

 
On forum: 08/01/2008
Messages: 330
I apologise if this has been asked before, but does this version support static lighting, or has support for that been dropped?
  18:59:00  26 November 2010
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notanumber
mod abuser & exploiter
(Resident)

 

 
On forum: 03/22/2008
Messages: 2832

---QUOTATION---
I apologise if this has been asked before, but does this version support static lighting, or has support for that been dropped?
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The only thing that isn't supported in Static Lighting is the sun positioning. The sun will be in the same place as in Dynamic Lighting but the shadows will point in wrong direction in the afternoon/evening and possibly at night (with moonlight).
  20:27:49  26 November 2010
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
 

Message edited by:
LoNer1
11/26/2010 20:30:39
Messages: 1890
Trojanuch

You've once said that the sky textures use some sort of diffuse or specular texture with a bracket after them right? some thing like,

sky_nigh#.dds

or something. They affect the overall color brightness of the sky texture so if you make it blue it gets a blue tint.

Well my question was if i am right. Because i had edited some of you sky textures and now i get a box around the level which looks rather creepy. The texture gets stretched into a box fomat .
  21:27:25  26 November 2010
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Sgt Doom
Senior Resident
 

 
On forum: 08/01/2008
Messages: 330

---QUOTATION---
I apologise if this has been asked before, but does this version support static lighting, or has support for that been dropped?
The only thing that isn't supported in Static Lighting is the sun positioning. The sun will be in the same place as in Dynamic Lighting but the shadows will point in wrong direction in the afternoon/evening and possibly at night (with moonlight).
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Aah k, thanks
  02:13:44  27 November 2010
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{imperialreign}
Звуковой Шаман
(Resident)

 

 
On forum: 10/29/2008
Messages: 3075

---QUOTATION---
Trojanuch

You've once said that the sky textures use some sort of diffuse or specular texture with a bracket after them right? some thing like,

sky_nigh#.dds

or something. They affect the overall color brightness of the sky texture so if you make it blue it gets a blue tint.

Well my question was if i am right. Because i had edited some of you sky textures and now i get a box around the level which looks rather creepy. The texture gets stretched into a box fomat .
---END QUOTATION---



Sounds to me like the sky textures weren't saved properly. If you're using the .dds plugin for photoshop, the textures need to be saved as a cube texture.
  10:56:54  27 November 2010
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trojanuch
Senior Resident
 

 
On forum: 04/08/2007
 

Message edited by:
trojanuch
11/27/2010 11:32:50
Messages: 1444

---QUOTATION---
Trojanuch

You've once said that the sky textures use some sort of diffuse or specular texture with a bracket after them right? some thing like,

sky_nigh#.dds

or something. They affect the overall color brightness of the sky texture so if you make it blue it gets a blue tint.

Well my question was if i am right. Because i had edited some of you sky textures and now i get a box around the level which looks rather creepy. The texture gets stretched into a box fomat.
---END QUOTATION---



Heh you got it somewhat wrong

#Small textures (in fact cubes) are not used to affect the sky appearence. Thay aqre used to prduce ambient lighting which is cast on the level geometry.

So you have two main lighsources which you can use on the map:

1. Directional sun_color lighting (defined in ltx by RGB values) which casts shadows and always 'shines' form a certain direction (defined for each phase via sun_dir param).

2. Undirectional ambient lighting which is produced by #small texture and which can be adjusted by editing the #small texture itself in for ex. PhotoS.

If you use a lot of sun_color for your scene (strong sunlight), #small ambient influence will be mostly noticable on color of shadows (ambient is everywhere and theres no sunlight in shadows right?), like here:

http://stalker.filefront.com/screenshots/File/116950/22
or here:
http://stalker.filefront.com/screenshots/File/116950/27

If you dont use sun_color in your scene - the one and only lightsource you'll have outdoors will be the #small-produced ambient (so its like a 'shadow' all over the map but hteres no sunlight to make a contrast with), like here:

http://stalker.filefront.com/screenshots/File/116950/32
or here:
http://stalker.filefront.com/screenshots/File/116950/40

One more thing - there is only one connection between the main sky texture (the sky that you see) and #small texture (used only to produce ambient) - this connection is the sky_color param - which affects both: sky and #small.
So if you for ex. change the RGB balance in sky_color to 1, 0.5, 0.5 - you will not only make your sky red-tinted nut also you'll make your ambient red-tinted...

For this reason I've learned to make all my edits in PhotoS (if I want red sky - I edit it the texture itself, if I want red ambient - I edit #small) and almost always use sky_color with neutral balance of 1, 1, 1 and only use it for general brightness of sky and ambient (for ex. 0.8, 0.8, 0.8 - will just make both things darker without affecting their color).

--------------------

As to saving the textures - both #smalls and sky textures have to be saved as 'cube maps' with 'generate mip-maps' option checked. I used to save them as 'DXT5 Interpolated Alfa' but it turns out it was a waste of space - I think now, that they can saved as DXT1 without alfa channel at all.

Hope that was any helpfull
  11:36:56  27 November 2010
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Derranged
Senior Resident
 

 
On forum: 04/12/2010
Messages: 1009
Simply a work of art.. There isnt much more to say about this.
  15:12:54  27 November 2010
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LoNer1
Настоящий Cталкер, Русская Версия
(Resident)

 

 
On forum: 10/23/2009
Messages: 1890
Ahh thank! that cleared up things!
 
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