A worldspace which is dark all the time?

Post » Sat May 28, 2011 11:25 am

I'm trying to set up a small worldspace which is dark every minute of the day. It has to look dark in the sort of way where your pip boy light works as expected when it reflects off of walls and things, not like, a weird reversed lighting thing.

Imagespace modifiers did not seem to do it right. The only thing which seemed to make the place stop being bright was making the worldspace be in a night time status.

So I started messing with that, trying to make the worldspace be night time 100% of the time. Thing is, there's 4 slider bars which adjust: Sunrise begin, sunrise end, sunset begin, sunset end. I can't see just how I could make it so that something is night-looking 24 hours out of the day with that.

I wonder if there is a way to modify the daytime so that it is just like night? Or, what else might work?

If anyone has any information on how to approach this, i'd be interested to hear it.
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Adam Porter
 
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Post » Sat May 28, 2011 12:13 pm

You make a new climate, changing the sunrise/sunset start/end times to midnight.

You assign that climate to your worldspace and it should be permanently midnight.
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Kate Schofield
 
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Post » Sat May 28, 2011 7:58 am

You make a new climate, changing the sunrise/sunset start/end times to midnight.

You assign that climate to your worldspace and it should be permanently midnight.


it will be cool if it is that simple.. we'll see !

and i'll feel kinda silly for not trying exactly that. I did everything up to the point of actually trying it with all the bars set to midnight.

It was late at night when I was looking at it okay so I'll try to forgive myself eh..
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Kate Schofield
 
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Post » Sat May 28, 2011 4:41 am

And if it doesnt let you set them all to midnight (it might not let them be the same time?) then just delete the texture file of the sun, so it doesnt show up, and look at what color it makes the lighting (from the climate page of your new climate) at night time in a place like the wasteland, then set all of the lighting, for all times of day to that, so even during the day with the 'sun' shining brightly, its dark like its nighttime. But the setting everything to midnight should work.
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LuCY sCoTT
 
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Post » Sat May 28, 2011 6:21 am

I am afraid this did not work right. It was the same as when I set the sunrise/sunset/etc to skew by 10 minutes.

At first it is dark, but then at I guess midnight or 1 minute after, the worldspace instantly transforms into full afternoon sunlight sort of deal. Within 30 game minutes or so, it fades back to night.

I hope there is a better solution than scripting the game to keep setting the time back and not allow midnight to happen. I think that coulld work but... meh.

I tried this without a parent worldspace and with one just to be sure I wasnt seeing something funky with that.
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Sian Ennis
 
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Post » Sat May 28, 2011 5:19 am

And if it doesnt let you set them all to midnight (it might not let them be the same time?) then just delete the texture file of the sun, so it doesnt show up, and look at what color it makes the lighting (from the climate page of your new climate) at night time in a place like the wasteland, then set all of the lighting, for all times of day to that, so even during the day with the 'sun' shining brightly, its dark like its nighttime. But the setting everything to midnight should work.


It let me set them all to midnight.

This particular climate doesnt have a sun texture or glare defined. I created it by doing a copy of a climate that had none of that.

Edit: I don't quite see exactly how to do the rest of what you're describing.
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Nany Smith
 
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Post » Sat May 28, 2011 7:09 am

I'm sorry, that was my mistake, where you change the lighting of each time of day is the weather, not climate. So make your own custom weather, assign it to the climate (make sure its the only one) then change the lighting in the whater (make sure to do it for EVERYTHING and all 4 times of day) so its always the same darker night time shade.
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Damned_Queen
 
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Post » Sat May 28, 2011 3:29 pm

I'm sorry, that was my mistake, where you change the lighting of each time of day is the weather, not climate. So make your own custom weather, assign it to the climate (make sure its the only one) then change the lighting in the whater (make sure to do it for EVERYTHING and all 4 times of day) so its always the same darker night time shade.


As of this moment that's not working either :/

I found when I looked at the weather that each "Time" had an imagespace modifier assocaited with it. I set all 4 to "UrbanDeepNightISFX, and also changed the RGB tone to match what Night was, for the heck of it. It's still giving me a clear day and night deal. It sure LOOKS like it should work as you say, though!

The geck is sometimes picky about things being done in just the right order and so on - - I will continue to goof with it, but yeah as of this sec its not cooperating.
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LuCY sCoTT
 
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Post » Sat May 28, 2011 7:49 am

Did you change the color for all 10 types, and all 4 times of day for each of them? If you only change the ambient lighting for, say morning, at noon it will go back to being bright, and evening. You must change it for all 4 times. Then change the sky color to be darker, or it will be bright blue and look like daytime. Make sure you changed ALL of the required colors for each time of day, so its always the dark sky and dim lighting of night.
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Mark
 
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Post » Sat May 28, 2011 8:56 am

Did you change the color for all 10 types, and all 4 times of day for each of them? If you only change the ambient lighting for, say morning, at noon it will go back to being bright, and evening. You must change it for all 4 times. Then change the sky color to be darker, or it will be bright blue and look like daytime. Make sure you changed ALL of the required colors for each time of day, so its always the dark sky and dim lighting of night.


Ten? euhhhh no I think I only set 4 things. I see a dropdown with like "Ambient" "Cloud Layer" all sorts of things like that - - - you must mean all of those - - I will try messing with those now.
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victoria johnstone
 
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Post » Sat May 28, 2011 9:27 am

Boy did I get a nice blackness out of messing with those settings. I bet this will work right when I am through. We will see.
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NAtIVe GOddess
 
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Post » Sat May 28, 2011 2:40 am

This worked. Thx!!!!!
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Marnesia Steele
 
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Post » Sat May 28, 2011 4:18 am

This worked. Thx!!!!!


This might be a a little late, but an option I've used was to create a cell to act as exterior, and set the sunlight to dark. But creating heightmap ground would be a problem..
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Laura Tempel
 
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Post » Sat May 28, 2011 11:05 am

Yea, making an interior cell act like an exterior is only usefull if its the inside of a building, thats like missing its roof or something. I have done this with one of my cells where there are holes in the roof, so theres actually a sun and sky that changes throughout the day. Its a very nice effect.
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Jack Walker
 
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Post » Sat May 28, 2011 1:16 pm

Yea, making an interior cell act like an exterior is only usefull if its the inside of a building, thats like missing its roof or something. I have done this with one of my cells where there are holes in the roof, so theres actually a sun and sky that changes throughout the day. Its a very nice effect.


Gunmaster,

You have me curious here - how did you make the interior cell act like an exterior cell so that the day/night cycle was consistent? I also have a building with some big holes in the roof, but I put in one of the WastelandSkyPlanes over the holes to at least have "sky" up there - but having the day/night cycle work for lighting Through those holes fascinates me.

Thanks!

Miax
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Marie Maillos
 
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Post » Sat May 28, 2011 4:47 pm

Gunmaster,

You have me curious here - how did you make the interior cell act like an exterior cell so that the day/night cycle was consistent? I also have a building with some big holes in the roof, but I put in one of the WastelandSkyPlanes over the holes to at least have "sky" up there - but having the day/night cycle work for lighting Through those holes fascinates me.

Thanks!

Miax



In the lighting dialog box there is a check box in the bottom right corner "Behave Like Exterior" Once checked you can select an exterior lighting templet.

hope this helps

chuck
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Marie
 
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Post » Sat May 28, 2011 6:44 am

In the lighting dialog box there is a check box in the bottom right corner "Behave Like Exterior" Once checked you can select an exterior lighting templet.

hope this helps

chuck


Awesome, thank you CevSteel! :)

This will help alot, as the main town in my DLC is all situated inside a huge building with lots of holes in the roof and walls - having exterior lighting will indeed look very nice.

Cheers!

Miax
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Rachael
 
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Post » Sat May 28, 2011 8:07 am

Awesome, thank you CevSteel! :)

This will help alot, as the main town in my DLC is all situated inside a huge building with lots of holes in the roof and walls - having exterior lighting will indeed look very nice.

Cheers!

Miax


Sorry for derailing the Thread, I'll get back on topic in a moment. :laugh:

Miax,

your welcome, it was a huge epiphany for me, once I noticed that little check box. If you want to see some examples of what can be done with this technique take a look at the screens of my mod. L'Enfant Roof 01 and, 02 both use this method. :dance:

Ok, back to topic.

Tarrant,

The only way I've ben able to get anything close to a dark day is to use the method mentioned before. Creating a new Weather, changing all the R,G,B settings to match the night settings. The only real issue I've seen is the lighting is not as dynamic as I would like. It tends to be a little flat during the day. I'm of course using worldspaces to build my interiors in, which has it's own set of issues, being the sun shines through all objects and, nothing accept the player and, creatures, cast a shadow.

You may also want to look at the screens from my mod, there are a lot of examples of my efforts to turn off the sun.

I hope someone can come up with a better solution, I would love to improve the quality of the light in my own cells.

sorry for not being more helpful, I've put quite a bit of time in on this type of issue and, that was the best workaround I could come up with.


Chuck
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herrade
 
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Post » Sat May 28, 2011 8:43 am

This is just entirely off topic of the thread, I wont try to hide it.

Miaximus, just make sure to set the directional ambient lighting to the exact same for all 4 times of day (day, dusk, dawn, and night) so that the whole sell isnt sunny and bright (even in the parts covered with roof) during the day. If you rid of all directional lighting, all they see is the ambient lighting you normally assign to the cell, and then you can use light objects to simulate the sunlight coming through the holes in the roof. Look at the WIP thread for Project Genesis (on like the 2nd-3rd page of the FO3 mod section of the forum) some of the pictures of the Gene-Tec lobby show how I made it look like sunlight shines through the roof, even though the sky is purely for looks and actually does not light anything. :)
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Alex Vincent
 
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Post » Sat May 28, 2011 4:40 pm

This is just entirely off topic of the thread, I wont try to hide it.

Miaximus, just make sure to set the directional ambient lighting to the exact same for all 4 times of day (day, dusk, dawn, and night) so that the whole sell isnt sunny and bright (even in the parts covered with roof) during the day. If you rid of all directional lighting, all they see is the ambient lighting you normally assign to the cell, and then you can use light objects to simulate the sunlight coming through the holes in the roof. Look at the WIP thread for Project Genesis (on like the 2nd-3rd page of the FO3 mod section of the forum) some of the pictures of the Gene-Tec lobby show how I made it look like sunlight shines through the roof, even though the sky is purely for looks and actually does not light anything. :)


Thanks Gunmaster! I actually noticed that effect when testing this and wondered how I could adjust that. I'm a little confused on how to adjust it for Different Times of the Day... I see the Direcitonal box in the lighting tab, but it looks like one set of values. Can you help an old man understand this one? :)

Hopefully Tarrant wont mind the Hijack too much - I think he was already successful with the intent of the thread from reading the posts..

Cheers,

Miax
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Tanya
 
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Post » Sat May 28, 2011 5:44 pm

Alright, its 2am so sorry if I type really poorly or something. I'm just checking the forums real fast before going to bed, so I am pretty tired. :P Let me check exactly how to change what I'm referring to. *Loads up the geck*

Alright, so what you wan't to do first is make your own weather type. I copied one of the default ones like Gwastelandclear01. Then, in the weather window (I assume you have at least basic knowledge of all this, since you have your own worldspace in your mod.) Where it says "Choose color" select Ambient. Then for all 4 times of day, set it to about equal to the ambient lighting in your cell. (in the lighting Info page of the Cell Info window) Then also set the Fog for all 4 times of day to about equal. Set the Near and Far distances for Night and day, to the same thing, both about equal to the near and far for your cells fog. (The options for your cell directly will be grayed out, as they don't affect anything, but I simply reference them so you have a value to set things too) Other than that leave everything else the same. (unless you want it different, but I left it the same) Then create a new Climate. Again, I copied a default one, gWastelandClimate. And simply change the weather type to your instead of the default one. Then the sun will rise/set and look exactly as it does around most of the wasteland, but not cast ambient lighting, or make weird fog in your interior cell. Just remember to place light objects so it appears the sun is shining into the rooms/building. That should just about do it, hope it works out for you. :D

Gunmaster95
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ZzZz
 
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Post » Sat May 28, 2011 4:44 am

Awesome! Thanks a ton Gunmaster! :)

I'm gonna try this out in about an hour, I need to go mow the yard here (7:20am) before the days heat really kicks in or I'll look like a raider that just came in from the wasteland. :P

I'll report back as soon as I try it out!

Cheers,

Miax
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tiffany Royal
 
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Post » Sat May 28, 2011 10:54 am

First thing, this is actually the first time I've worked with weather despite the fact that I have 24 exterior cells fully created (lol), it was something (like Proper landscaping) that is later in my project plan once all the level design is complete. So I'm still a totally weather newbie. :)

I'm almost there, one last problem remains. I've created the weather from the World->Weather tab just as you described using a wasteland duplicate. That all went well, got all the ambient values set and everything. But for some reason it does not appear in the list of available weather types in the Cell->Lighting tab. I must be omitting something to make it an option?

Thanks again for the help!!

Miax
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Carys
 
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Post » Sat May 28, 2011 2:51 am

Ah, simple fix. :D

You must create a climate and put your weather into the climate, then choose that climate in Cell-> Lighting, not the weather. Copy gWastelandClimate, rename it, and replace the default weather type with your weather, leaving everything else the same. Then pick that climate in the drop down list under 'cell act like exterior'. Sorry that might have been confusing, even reading it now its hard to follow, but I was tired. :P

Gunmaster95
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Caroline flitcroft
 
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Post » Sat May 28, 2011 2:53 pm

PERFECT!

Thank you again bud, I owe you one. :) The lighting inside the town is awesome now, there's nothing like seeing the stars through the holes in the roof to add to a sense of immersion. :)

One less thing I have to figure out - I'm gonna put this into the notes and add it to a tutorial later on.

Here is a shot of the sky through one of my roof holes in http://71.114.110.202/TownRoofDaylight.jpg, and another at http://71.114.110.202/TownRoofNightlight.jpg. I need to tweak the ambient values some, but thanks to you now I know how. :celebration:

Cheers mate! :icecream:

Miax
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Chantel Hopkin
 
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