Grey Light

Author Topic: Grey Light  (Read 683 times)

Is it possible to have a light emit grey?
I want a white light that's soft, but has a larger radius.

Is it possible to have a light emit grey?
I want a white light that's soft, but has a larger radius.

Considering there is a pack of negative lights, this should be possible.

(Taken from Light_Basic.cs)
   color = "0.8 0.9 1 1"; //bright light's color
In theory, setting this to a value like 0.4 0.4 0.4 might make it grey.

Also, with the soft white light, that should also be possible   
brightness = 15; // the birghtness of "Bright Light"

Changing this to the default player light's value of 9 while keeping the bright light's radius should achieve this effect.
« Last Edit: November 24, 2013, 08:33:26 PM by QuadStorm »

Lower brightness, maintain or increase radius.

Since shaders, radius and brightness of lights actually affects them.

It's not difficult to figure out how to make your own light, just look at existing files, make a renamed copy and tweak.

Lower brightness, maintain or increase radius.

Since shaders, radius and brightness of lights actually affects them.

It's not difficult to figure out how to make your own light, just look at existing files, make a renamed copy and tweak.

Last time I tried to do this, it didn't work. The light would either just be the flare or be normal sized.
That was before shaders though, guess it's time to get back into it.

Couldn't figure out how the colors worked. I kept getting random colors trying to edit them like a colorset.
I'm guessing the values are RGB and Transparency, but there in odd decimal integers. How does that work?
At least I know what I'm going for is possible.

That was before shaders though
This detail is not trivial.

Couldn't figure out how the colors worked. I kept getting random colors trying to edit them like a colorset.
I'm guessing the values are RGB and Transparency, but there in odd decimal integers. How does that work?
At least I know what I'm going for is possible.
They're not odd, they make perfect sense.

0 is no value, 1 is full value. Just like 255 is full value in other cases.

By the way, integers are numbers with no decimal values. 0-255 are the integers compared to 0.000 - 1.000.

This light is a light, slightly greenish blue:
Code: [Select]
uiName = "Eksi (AMB) - Ana blue";

LightOn = true;
radius = 50;
brightness = 10;
color = "0.63 0.86 1 1";

It should be noted that radius 50 and brightness 10 make my lights quite a lot brighter than I intended. Before shaders, all that radius changed was how far away models like players and JVS doors would be affected.

The... I'm not actually sure what the fourth value is for, but it's safe to assume you can leave it at 1.

Code: [Select]
datablock fxLightData(greylight)
{
uiName = "Grey light";

LightOn = true;
radius = 30;
brightness = 3;
color = "1 1 1 1";

flareOn = false;
};

I didn't test this, but it should be close to what you want.

Changing color to 0.5 0.5 0.5 1 and increasing the brightness to 6 should presumably give you the same (or similar) results. So, just lower brightness.


The old "dim" and "dimmer" lights have become almost pointless with their radius being so small.
« Last Edit: November 25, 2013, 10:33:50 AM by Eksi »

Eksi, the fourth value is alpha (or transparency).

Eksi, the fourth value is alpha (or transparency).
So, yet another redundant value for a light.

So, yet another redundant value for a light.
Correct. I don't recall it affecting anything.

Okay, cool.

Thanks Eksi.
Ill, lock this now.