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Stock A2 Omni Lighting

Rifraf

I know just enough to be a danger to myself
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I'm working on a stock A2 version of the Upgrade Project 2014 mod I did for FO and am not sure how to resolve an issue. I have the Omni lights working in game as originally worked on by Freyr/Medafusion many years ago (placing a light source on the map to have moons/wormholes give off light, etc.) Only thing is when in 3D view zooming in too far (and sometimes out too far) makes them turn off and not show on the model and sometimes rotating the camera also makes them shut off until you rotate around to a different position.

I have the "one-in-n-chance-for-light-source" or whatever setting to 1 so it always gives off light and it does just that when in overhead view. It's just the 3D view that is giving me fits. Is this correctable by something in the ART_CFG file with LOD setting or one of the clipping plane settings? I can't quite figure it out.

Nebula have their own lighting and they too sometimes cut the light off when in 3D view. It's like the camera itself makes it cut off depending on view? Any help is appreciated.
 

Rifraf

I know just enough to be a danger to myself
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Rise old thread, I command the. I need some help please if anyone knows. I was reading through an old thread at GameFront that Freyr and MedaFusion had working on the omni lights. Freyr sent me all their files years ago and they do work in game, but that's not the issue.

The issue is the stock nebulas put off light, shown on ships/stations with phong lighting, but dilithium moons don't. Does anyone know why? I don't see that Freyr or MedaFusion ever stated. Is it because the nebulas have "nebula_obj" as the classlabel? I checked the SOD's of the nebulas and dilith moons and they both have "s_some name" nodes. I even tried "don't load sod = 0" (or however it's worded) that is in the nebula odf's and put that in the dilith moons odf and it had no effect.

I want to have dilith moons give off light without having to place hidden omni lights in every single map.
 

Jetfreak

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I was able to bypass this problem by studying how the FO guys did it. Turns out adding the glow color stuff from the weapon odf's did the trick. Open the mdmoon.odf and add this line at the bottom.

lightColor = 0.149 0.384 0.992
lightFalloffStart = 200.0
lightFalloffRange = 60.0

That's the blue-ish color roughly. The purple is lightColor = 0.811 0.172 0.972
I was able to approximate the colors thanks to Terra's color matching tool.

Same applies for the Latinum nebulae for more visual pop, add this to the latinum.odf

lightColor = 0.980 0.878 0.160
lightFalloffStart = 200.0
lightFalloffRange = 60.0

I haven't experimented on other map objects yet, but it's great to look at when phong lighted models interact with them. It's always the little things...
 

Rifraf

I know just enough to be a danger to myself
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Thank you Jet for the info. However, I have those lines in my dilithium moons, but get no light off of them? Now, I'm using the moons from Midnight Universe, but I don't see why those wouldn't work compared to stock?

I also have my lightFalloffStart at 600 which "should" make the light show further away from the model.

Inside FO this does work fine on a mod of A2 as I did it with my Upgrade Project 2014 mod, but for stock A2 mine doesn't work?

Also, would you mind pointing me in the direction of Terra's color matching tool? I have some old color codes from Freyr, but would like to see more if possible.
 

Rifraf

I know just enough to be a danger to myself
Joined
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Perhaps it is the Midnight Universe moon SODs?
 

Jetfreak

Filipino Expat
Staff member
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Seraphim Build Team
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The modding toolbox is a remarkable guide for editing odfs, from our very own kitteh: http://www.msfc.com.au/community/index.php?resources/the-modders-toolbox.188/

That's a tough curveball with the midnight universe stuff. Probably how the sod's are set up that's causing problems. Maybe try lowering the falloffstart to a lower number?

For reference, I'm using the FO based A2 Classic. Stock A2 won't run in my Windows 10 machine.
 

Rifraf

I know just enough to be a danger to myself
Joined
25 Aug 2013
Messages
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Age
51
Of course. I completely forgot about Terra's tools here. Doh!

As to the glow/lights there must be something in stock A2 that won't let moons and latinum nebula give off light where as a mod inside FO will work fine. I've tried the stock moon and latinum SOD's in stock A2 and modded ones. FO changed so much it's hard to know.

I've tried different combos of the following, but no go:

one_in_n_chance_of_light_source = 1

//red_glow_range = 0.6
//green_glow_range = 0.8
//blue_glow_range = 0.0

lightcolor = 0.9 0.8 0.3

red_glow = 0.9
green_glow = 0.8
blue_glow = 0.3

lightfalloffstart = 300.0
lightfalloffrange = 600.0

glow_falloff_start = 300.0
glow_falloff_range = 600.0

I'll shelve it for now and get back to final testing. Thanks for your help though.
 
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