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:
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.
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.