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Day/Night Transitions?


Fiestainabox

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Has anyone successfully got them working? I've played around with them in tetras Module editor, all the textures turn a shiny black at night, and its impossible to see. Has anyone got them working right?

 

Likely a leftover from Neverwinter Nights since it's not used for anything in either of the KotOR games. While they still work for adjusting the ambient lighting, the area lighting is not dynamic in the KotOR games, unlike NWN, but a part of the area model.

 

Meaning that during the "night" the area will still look bright as day while objects in it (characters, placeables) lit by the ambient lighting will be dark (looking very unnatural since the world around them is still bright).

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As I recall FogColor is not in *.are file (but acessible with scripts). To get the night look in KotOR I changed model's textures, DynAmbientColor (more blue), SunFogColor (more blue), SunFogFar (50) and FogColor (almost black).

 

Edit: I was wrong, FogColor=SunFogColor

 

I played also with model's lights, but there are not supported yet. If I only know how to hexedit them.

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As I recall FogColor is not in *.are file (but acessible with scripts). To get the night look in KotOR I changed model's textures, DynAmbientColor (more blue), SunFogColor (more blue), SunFogFar (50) and FogColor (almost black).

 

I played also with model's lights, but there are not supported yet. If I only know how to hexedit them.

 

I don't understand what you're talking about. The SunFogColor and MoonFogColor are listed in the .are... yet you said they weren't? Those values have nothing to do with textures.

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You are right Darth InSidious. It's there and it works, it's in *.are too. I am really sorry I confused you people. My saved game must be somehow corrupted. When I tested fog at Dantooine Courtyard, it was not accepting SunFogColor value of *.are file in override (so I had to change it with script). When I started new game and warped to Courtyard, it worked fine with *.are setting.

 

b4 and after

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Likely a leftover from Neverwinter Nights since it's not used for anything in either of the KotOR games. While they still work for adjusting the ambient lighting, the area lighting is not dynamic in the KotOR games, unlike NWN, but a part of the area model.
That was one of the things I was surprised didn't make it into KOTOR, since it was in NWN...
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