better lighting -1 reply

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nutpantz

Slightly cooler than a n00b

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17th November 2007

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#1 10 years ago

looking for a mod that will improve the flashlight and/or will have more light in buildings during the day time. i cant stand how little you can see in buildings during the day time.

nutz




grawet

Slightly cooler than a n00b

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12th September 2008

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#2 10 years ago
nutpantz;4581784looking for a mod that will improve the flashlight and/or will have more light in buildings during the day time. i cant stand how little you can see in buildings during the day time. nutz

No such mod out, atleast yet. Meanwhile i found quickly two possible places to edit. In actor.ltx there is following line: luminocity_factor = 0.5;0 Dunno what it truly is, but might have something to do with lights around player. Just might, edit with your own risk :) In items.ltx you find two headers: [dev_flash_1]:identity_immunities and [dev_flash_2]:identity_immunities Under both of them is line: radius = 50 Which most probably is the radius of given light. But i don't know for sure. You might give them a try or wait for mod, which is more safe way.




Jarvis

Dread pwns me!

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18th July 2006

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#3 10 years ago

dev_flash_1 and 2 are the flash sticks you give to mechanics.

I'm not sure about overall light, but to edit the flashlight, open the file 'light_night.ltx' (found in gamedata\configs\models\objects) and play around with these three lines:

range = 13 range_r2 = 13 glow_radius = 0.3

I usually set both 'range' and 'range_r2' to 20-25. And 'glow_radius' to 0.1 - 0.15. If you want a bigger radius, just increase 'glow_radius'. I prefer a smaller but brighter lit area.




Darius6

Sound guy

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8th January 2008

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#4 10 years ago

Also, you can improve the light intensity around camp fires and lit indoor areas with the console command r2_allow_r1_lights 1. Although it might decrease perfomance. I personally don't like the effect, but it sort of "overlaps" the static lightings settings with full dynamic lighting. But you can always try it. Just type it into the console. 1 as a value turns it on, and 0 (zero) turns it off, in case you don't like it. :)




grawet

Slightly cooler than a n00b

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12th September 2008

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#5 10 years ago

I knew that posting some guessworks would trigger answers from people who actually know something about these things :) I thought flash_xxx thingys were the flashlight, as i'm used to call flashsticks torches. And there was plenty of torch_xxx lines. Then again, i'm not familiar with these things :)




Chubbachup

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26th August 2008

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#6 10 years ago

The luminocity factor value in actor.ltx affects how well the game thinks you can see in the dark - it'll show in terms of npc's showing on the mini map. That value is actually more important in the npc configs - ie. stalker.ltx as it affects how well npc's can see in the dark - another improtant value is transparency which affects how well shrubs and things impair npc visibilty. It's by juggling these values - along with the value/s for hearing sensitivity (which I know nothing about) that "stealth" mods are made. For increasing indoor light level you can do it thru the weather configs but it's laborious.... - for each time section config for each weather config you look for the ambient = x.xxx, y.yyy, z.zzz - each of those values x, y and z affect underground, indoor and outdoor light values respectively (I think that's the order that they specify - you'd best experiment to confirm which is which). Another option is to mess with the r2_tonemap_lowlum value in your user.ltx file (if you're using dynamic lighting of course).