Making dungeons darker

Post » Fri May 27, 2011 1:16 pm

If i go to the object window and delete the reference for and object, in this case a light, It should delete all references of the object from the world, right? Are there generic "lights" in places other than dungeons? for example in a house. Will i be safe in deleting all lights, not counting torches and candles, and the blue lights that mushrooms make. or will all houses suddenly become really dark in addition to the dungeons?
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Dezzeh
 
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Post » Fri May 27, 2011 1:44 pm

Earlier I had made a dungeon, and it was pitch black inside, which is why I wrote this in the first place. I had forgotten to add any lights, but addamasartus has very few lights, and yet is very bright in-game, and about the same brightness as my other dungeon in the CS. I checked the lighting options In the interior cells interface, and they are almost exactly the same, so why is addamasartus so bright in-game? I dont think i will be able to make all the dungeons darker by simply deleting all the lights, like I had earlier thought. Is there any other way to do this?
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Dina Boudreau
 
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Post » Fri May 27, 2011 7:56 pm

If i go to the object window and delete the reference for and object, in this case a light, It should delete all references of the object from the world, right? Are there generic "lights" in places other than dungeons? for example in a house. Will i be safe in deleting all lights, not counting torches and candles, and the blue lights that mushrooms make. or will all houses suddenly become really dark in addition to the dungeons?

depends how you set the light in the intereior cell. if you go to "world" -> "interior" you may choose yours and have a look at the color and darkness of the light. so depending on the light set in that cell you may remove all light sources and still see everything :)
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joseluis perez
 
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Post » Fri May 27, 2011 5:46 pm

Earlier I had made a dungeon, and it was pitch black inside, which is why I wrote this in the first place. I had forgotten to add any lights, but addamasartus has very few lights, and yet is very bright in-game, and about the same brightness as my other dungeon in the CS. I checked the lighting options In the interior cells interface, and they are almost exactly the same, so why is addamasartus so bright in-game? I dont think i will be able to make all the dungeons darker by simply deleting all the lights, like I had earlier thought. Is there any other way to do this?

addamatsartus has really much lights with a big radius. you may see this by toggling the "L" key on and off.
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Danger Mouse
 
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Post » Fri May 27, 2011 12:55 pm

Ok, after some quick and not very thourough testing, it appears that having the ambient light set at 10 results in near unseeability. 20, which is what addamasartus is, will allow you to see with all the lights disabled, albeit not very well. Problem solved, now i have the job of going to all the dungeons in the game and setting the ambient light to 10. on another note, standing in foryn gilnith's house with a blue glass lantern and everything else pitch black looks very (for lack of a better word) pretty. :)
Thanks for the help.
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Dona BlackHeart
 
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Post » Fri May 27, 2011 8:44 pm

With a few MGE shaders, lighting can totally redo the world.

If you were to use some simple time-of-day scripts and brights lights with small radii (the engine seems to be better able to handle those) and darker general (cell) lighting, you can totally overhaul the atmosphere (with very little work).
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Nice one
 
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Post » Fri May 27, 2011 6:19 pm

The Lighting Mod is also very good. It has an ambient fix that reduces all the ambient light below 10 in almost every cell.
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Pete Schmitzer
 
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Post » Fri May 27, 2011 2:36 pm

With a few MGE shaders, lighting can totally redo the world.

If you were to use some simple time-of-day scripts and brights lights with small radii (the engine seems to be better able to handle those) and darker general (cell) lighting, you can totally overhaul the atmosphere (with very little work).

My computer cant run MGE, even if it could I wouldn't use it, it just doesn't look like Morrowind to me.
I also have no idea how to run a script, but its something i plan on learning soon, i'll try that, thanks.

The Lighting Mod is also very good. It has an ambient fix that reduces all the ambient light below 10 in almost every cell.

I have no idea how to install mods, but thanks for the tip. I have my own mod under way and all I need to do is some testing.
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jadie kell
 
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