How can one modify ambient lighting?

Hi!

Does anyone know if there is a way to adjust the ambient lighting level within the game? I know the different skyboxes produce different ambient light colouring, contrast and brightness. But where can one adjust the values for the different skyboxes? Is this done in the PipelineEffects folder?

Also there appear to be multiple high intensity light sources on each map. Is there anyone way one can reduce the number of light sources and their intensity?

If anyone can offer some guidance for this I would be grateful!

 

 

 

3,522 views 4 replies
Reply #1 Top

FYI I am by no means an expert at this, but I do believe most of the lighting is in the pipeline effects via the various shaders, though I am unsure how exactly the skybox effect works. Besides possibly the systems star and weapons fire I don't think there are any other emitters.

Reply #2 Top

Right then maybe the reason I feel there is more than one light source is because the star is so excessively bright. I have looked at the pipeline file for stars. Unfortunately, I can't make heads or tales of it. 

Maybe a kind soul could tell me how to modify the brightness of a star in the GS_Star.fx?

 

 

Reply #3 Top

Well, you have several way easy ways...

A general one is to edit your user.setting and modify the value of "Gamma"... it will modify the luminance of all you see on screen... http://upload.wikimedia.org/wikipedia/commons/9/96/GammaCorrection_demo.jpg 

A other way, is to simply disable bloom in your setting, it greatly reduce the light emit by luminous object

Finally, for more specific work, you can simply edit the texture and make it more dark... by example, only edit texture from green star...

There is maybe some other ways ( have not test them, so i am not sure about it )... by example in star_xxx.mesh, you have "Emissive ff000000" ... in theory, if you tune it, it can change the amount of light ( for test purpose, try the value "Emissive ffffffff" like for ship ) ... a other possibility for the skybox, edit the alpha channel from the texture, it seem to be related to the luminosity of the texture...

For human eyes, luminosity in RGB color space is calculated by the following formula : L = 0.2126 R + 0.7152 G + 0.0722 B ... well, shader code have already a lower value that these needed for a normal human eyes... by example for the skybox bloom, you have "float intensity = dot(oColor0.rgb, float3(0.3, 0.59, 0.11));" ... since human eyes is the most sensible to green light, you can try to chance a little the 0.59 value... not sure that it will work because i have bad experience in the past with editing/creating shader code for sins...

Reply #4 Top

Well, I've also been messing with the shader files to a limited extent. Like turning up the amound of ambient/star bloom and ship produced bloom.