Forum > Level Design

How do remove Area glows/lighting.

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Poisonleaf:
Hiya,

With my remodeling project of nagrand I would like to remove the area glow or lighting what ever it's called.

I got an example lined up below to it makes more sense.

First one: Without the glow  standing at a distance
Second one: With the glow, inside the area.

First:  http://i.imgur.com/rpKdMEM.jpg
Second: http://i.imgur.com/AA7xCdJ.jpg

Thank you in advance.

Amaroth:
These fog and sky effects are together called from Light.dbc. They are commonly called skyboxes, while skybox is just a part of whole system, so its a little bit incorrect.

Check Light.dbc and simply delete sky systems which are located in Nagrad. Just beware, both XYZ coordinates and 2 sizes are not in yds nor in game coords.:

pos.x = 17066.666 - pos.x / 36.0f;
pos.y = 17066.666 - pos.y / 36.0f;
pos.z = pos.z / 36.0f;
falloffStart = falloffStart / 36.0f;
falloffEnd = falloffEnd / 36.0f;

Skarn:

--- Quote from: "Amaroth" ---These fog and sky effects are together called from Light.dbc. They are commonly called skyboxes, while skybox is just a part of whole system, so its a little bit incorrect.

Check Light.dbc and simply delete sky systems which are located in Nagrad. Just beware, both XYZ coordinates and 2 sizes are not in yds nor in game coords.:

pos.x = 17066.666 - pos.x / 36.0f;
pos.y = 17066.666 - pos.y / 36.0f;
pos.z = pos.z / 36.0f;
falloffStart = falloffStart / 36.0f;
falloffEnd = falloffEnd / 36.0f;
--- End quote ---
Usually people use lightmapper for such purposes instead of calculating coords. Though, removing lighting data will set this zone to the global light which is apparently light as well. So, your edition probably requires changing colors in LightIntBand.dbc which is documented on the wiki.

Amaroth:
Global Light can be changed as well by just creating (or editing row with) Light with coords and sizes = 0.

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