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Making it more dark at night?

11-19-2007, 03:13 PM#1
IVIajinSCV
Is it possible to make the night (of the day/night cyclus in a normal game) more dark? I mean by that that the terrain and units become less vissible (in cause of the darkness) but that the muzzleflashes (shots fired) and explosions (from exploding projectiles, exploding buildings) will keep even bright as normally in a game at night and lights up the terrain close to it. (like it normally does at night)

Is it possible to fix something like this? with filters or something?
11-19-2007, 06:32 PM#2
CommanderZ
Maybe you can add apply a black mask every 1 seconds or so.
11-19-2007, 07:13 PM#3
IVIajinSCV
Tried that, but thats not what im looking for. The mask makes everything less visible (it makes it darker) also when shots fired or things explodes.

If someone fires a gun in a half-dark room the muzzleflash will light up some area very intensely.
If i add a mask to the half-dark room to make the room more dark (95% black)
the muzzleflash of the fired gun will also be masked for 95%.
If you look well if some units fire in wcIII, every light-emitting source will look more intense at night.

maybe there is a possibility to make the 'night' part of the day/night-cyclus more dark?
11-19-2007, 07:32 PM#4
Rao Dao Zao
You'd have to modify the in-game lighting models. Difficult-ish, but eminently possible.
11-19-2007, 10:56 PM#5
abriko
Did you tried to add some fog ?? Change it at night and at morning.... Easy, models "lights and fire" unfogged part are designed for it.
11-20-2007, 04:18 AM#6
Tide-Arc Ephemera
Use terrain fogs (not weather effects), make them black and have increased density... or you could do the not-so-intelligent approach and use a 1-5 poly model which is totally black with some transparency and cover the entire map with it.
11-20-2007, 08:58 AM#7
IVIajinSCV
Thanks guys, but ive tried the fogs. The effect is better than the use of a black mask becouse the fog doesnt mask the light emitting source. The only 1 problem left is: The terrain enlighted by the lightsource will be fogged if i use fog.

E.g. Ive got a ARCHMAGE(with his flameattack explosion as FIREBOLT) on a dark TERRAIN at night.


*Method used
*-Terrain without any lightsource at night
*-the intensity of the emitting lightsource itself
*-the intensity of the ambient lighting on the terrain emitted by the lightsource


Used BLACK MASK:
-Terrain without being enlighted is darker (is ok!)
-The fire of the firebolt is not as intense as it should be in the dark (is not ok!)
-The terrain isn't well enlighted as it have to do (when the bolt travels or explodes) (is not ok!)

Used FOG:
-Terrain without being enlighted is darker (is ok!)
-I can see the fire of the firebolt very intensly (is ok!)
-The terrain isn't well enlighted as it have to do (when the bolt travels or explodes) (is not ok!)

Understand the problem a bit?

is there an other solution for this problem?
I heard someone talking in this topic about altering some light-model ingame, is this mayb the best solution? And if so, how can i reach those models?

it has to be like this example:
"It's very dark outside and its hard to see something(darker than night in wcIII!) Theres a battle going on and the firebolts are flying trhu the sky enlighting the terrain around them when they strike. An hero with his enormous power enlights the terrain around him with his kind of aura. Some miles away theres a camp of trolls enlighted by the intense fire of a burning torch. The tents 30 feet away aren't well enlighted by the torch and are barely visible in the dark"
11-20-2007, 11:50 AM#8
abriko
Quote:
Originally Posted by IVIajinSCV
-The terrain isn't well enlighted as it have to do (when the bolt travels or explodes) (is not ok!)

Just edit the model you need and add light or unfogged attribute.
11-20-2007, 12:05 PM#9
Belphegor666
Quote:
Originally Posted by Rao Dao Zao
You'd have to modify the in-game lighting models. Difficult-ish, but eminently possible.
I remember Anitarfs vengeance doing this. His map is open so there should be those lightning models, right?
11-20-2007, 01:00 PM#10
Toadcop
i could make a such model imho. it's only a bit mdl editing =)
(there are 2 models i think day\night)
(how dark you want it ?)
11-20-2007, 01:55 PM#11
Rao Dao Zao
Anitarf's vengeance, like I have done, just switches off the lights altogether for the time needed.

To get the smooth transition between day and night, but make the night actually dark, you have to descend into the animated light colour tracks in a chosen lighting model; and manually darken the keys occurring at night. I believe that's those at the start and at the end, but I have never tried this.
11-20-2007, 02:33 PM#12
Belphegor666
Is wreckage finished??

On topic: Well that would be hard.
11-20-2007, 02:57 PM#13
Rao Dao Zao
Hard only so much as you have to translate green/red/blue (or some other mixed-up way) numbers between 0 and 1 into normal to get the colour, then darken it down appropriately, convert back...

Maybe not difficult; just long, slow and boring.

And no.
11-20-2007, 04:26 PM#14
Belphegor666
Quote:
Originally Posted by Rao Dao Zao
Hard only so much as you have to translate green/red/blue (or some other mixed-up way) numbers between 0 and 1 into normal to get the colour, then darken it down appropriately, convert back...

Maybe not difficult; just long, slow and boring.
I couldn't model and skin a cube even if I had the tools.
11-20-2007, 04:35 PM#15
CommanderZ
Quote:
Originally Posted by IVIajinSCV
Tried that, but thats not what im looking for. The mask makes everything less visible (it makes it darker) also when shots fired or things explodes.

If someone fires a gun in a half-dark room the muzzleflash will light up some area very intensely.
If i add a mask to the half-dark room to make the room more dark (95% black)
the muzzleflash of the fired gun will also be masked for 95%.
If you look well if some units fire in wcIII, every light-emitting source will look more intense at night.

maybe there is a possibility to make the 'night' part of the day/night-cyclus more dark?

I don§t mean filters, I mean the black mask, which covers the unexplored terrain. You can enable and disable it in GUI in Visibility - Enable/Disable Black Mask. I think, if you disable and enable the mask each second, it could remake it - everything what is not seen by your units should be absolutely black and what your units see should be visible as usually.