NPC Flashlight sprite size - where is it? -1 reply

Please wait...

Dreaded Walrus

I don't spend enough time here

50 XP

26th May 2007

0 Uploads

19 Posts

0 Threads

#1 11 years ago

Okay. Today, I downloaded lots of mods.

Now, my S.T.A.L.K.E.R screenshots look like this:

http://img143.imageshack.us/img143/1664/ssadam052507232718l01esjn8.jpg http://img150.imageshack.us/img150/6113/ssadam052507232710l01esrn8.jpg http://img95.imageshack.us/img95/9798/ssadam052507232705l01esof7.jpg http://img147.imageshack.us/img147/6804/ssadam052507232712l01esdf6.jpg http://img147.imageshack.us/img147/10/ssadam052507232715l01esez9.jpg http://img213.imageshack.us/img213/3245/ssadam052507232813l01eskc0.jpg (this one especially shows how bad it can look)

Some of those images are very similar, I know.

Everything else (so far) is behaving as expected. Can someone here tell me the file (and the line) that I would need to edit to reduce this to an acceptable size, as that is clearly far too big for any sane human to cope with.

Any help whatsoever would be appreciated greatly.

Also, I'm sorry if this should have went in the "help" forum. I figured this forum was probably the more appropriate, as my question is basically about which game file to edit, and how.




KoGar

I post to get attention

50 XP

8th May 2007

0 Uploads

64 Posts

0 Threads

#2 11 years ago

I use static lighting myself, that is the only time you will see this effect..:) What light_night.ltx are you using? Post the contents of it here and we will see if that is affecting the size. File can be found here: C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config\models\objects




Dreaded Walrus

I don't spend enough time here

50 XP

26th May 2007

0 Uploads

19 Posts

0 Threads

#3 11 years ago

Here is the content of the file.

[torch_definition] range = 30 ; range range_r2 = 30 ; range color = 0.9,0.9,0.9,0.1 ; four color components 0.f 0.f omni_range_r2 = 0.3 ; range omni_color = 0.8,0.8,0.8,0 ; four color components 0.f 0.f glow_texture = glow\glow_torch_r2 ; glow texture name (required) glow_radius = 10 ; glow radius guide_bone = lights_bone ; guid bone name (required)I had a look through this earlier, it was pretty much the first thing I tried, but I didn't really want to edit it. It couldn't be glow_radius, could it? The radius of the sprite didn't particularly look like 10 metres.

Edit: And the actual night_light.tlx itself is, I think, from the newest version of OLMod, with the patch that was released shortly afterwards.




NRSabbath

The Internet ends at GF

50 XP

28th May 2004

0 Uploads

132 Posts

0 Threads

#4 11 years ago

try changing the range and range_r2 to something smaller?




Dreaded Walrus

I don't spend enough time here

50 XP

26th May 2007

0 Uploads

19 Posts

0 Threads

#5 11 years ago

Oh. It appears that it was the glow_radius. When I had a brief glance through the article earlier, I just assumed it was with regards to the user's flashlight.

However, just now I changed glow_radius from 10 to 1, and the result was clearly visible. I'll have to have a little bit of a mess around now to try and find the optimal size for me. You wouldn't be able to tell me the default value for that field, would you?

And thanks for the help, too. :)




Dreaded Walrus

I don't spend enough time here

50 XP

26th May 2007

0 Uploads

19 Posts

0 Threads

#6 11 years ago

And one last thing. I had a look through my mod .rar files that I kept, and it appears that the "glow_radius = 10" is included in OLMod. So if anyone else has spotted such a thing, it is probably due to that.




KoGar

I post to get attention

50 XP

8th May 2007

0 Uploads

64 Posts

0 Threads

#7 11 years ago

Glad you found the cause. The light_night.ltx I use has a glow radius of 1.2, this is a very good radius for what I like. I am not sure how this looks with full dynamic lighting, I have not tested it much mysef. I use this light_night.ltx: (r2 light funtions will not be affected with static lighting, only dynamic.)

[torch_definition] range = 40 ; range range_r2 = 40 ; range color = 1.5,0.0,0.0,0.2 ; four color components 0.f 0.f omni_range_r2 = 0.75 ; range omni_color = 1.5,0.0,0.0,0.1 ; four color components 0.f 0.f glow_texture = glow\glow_torch_r2 ; glow texture name (required) glow_radius = 1.2 ; glow radius guide_bone = lights_bone ; guid bone name (required)