dark an will not lighten up even if I lighten the texture itself.
It might be somewhere in here:
Hidden/Spoiler:
Effect("ColorControl")
{
Enable(1);
WorldBrightness(0.46);
WorldContrast(0.48);
WorldSaturation(0.65);
PC()
{
GammaBrightness(0.6);
GammaContrast(0.7);
GammaHue(0.0);
GammaColorBalance(0.5);
}
}
Effect("Godray")
{
Enable(1);
MaxGodraysInWorld(300);
MaxGodraysOnScreen(8);
MaxViewDistance(80.0);
FadeViewDistance(70.0);
MaxLength(40.0);
OffsetAngle(0.0);
MinRaysPerGodray(3);
MaxRaysPerGodray(6);
RadiusForMaxRays(2.0);
Texture("fx_godray");
TextureScale(0.75, 0.1875);
TextureVelocity(0.0, -0.1, 0.0);
TextureJitterSpeed(0.05);
}
Effect("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
// PS2 parameters
PS2()
{
LODDecimation(8);
Velocity(0.1,0.02);
MainTexture("Rhn_water.tga");
MinDiffuseColor(32, 40, 32, 255);
MaxDiffuseColor(128, 130, 128, 255);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 192, 192, 192);
SpeckleSpecularColor(160, 160, 160, 255);
SpeckleAmbientColor(0, 0, 0, 255);
SpeckleTextures("water_specularmask_",25, 2.0);
SpeckleTile(4.0, 4.0);
SpeckleScrollSpeed(0.2,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// XBOX parameters
XBOX()
{
Velocity(0.01,0.002);
LODDecimation(1);
DiffuseColor(128, 130, 128, 64);
NormalMapTextures("water_normalmap_",16,8.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.002);
MainTexture("yav_water.tga");
SpecularMaskTile(4.0,4.0);
SpecularMaskScrollSpeed(0.2,0.0);
LODDecimation(1);
DiffuseColor(128, 130, 128, 64);
NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 2);
}
}
Effect("Blur")
{
Enable(1);
Mode(1)
ConstantBlend(0.45)
DownSizeFactor(0.2500)
}
{
Enable(1);
WorldBrightness(0.46);
WorldContrast(0.48);
WorldSaturation(0.65);
PC()
{
GammaBrightness(0.6);
GammaContrast(0.7);
GammaHue(0.0);
GammaColorBalance(0.5);
}
}
Effect("Godray")
{
Enable(1);
MaxGodraysInWorld(300);
MaxGodraysOnScreen(8);
MaxViewDistance(80.0);
FadeViewDistance(70.0);
MaxLength(40.0);
OffsetAngle(0.0);
MinRaysPerGodray(3);
MaxRaysPerGodray(6);
RadiusForMaxRays(2.0);
Texture("fx_godray");
TextureScale(0.75, 0.1875);
TextureVelocity(0.0, -0.1, 0.0);
TextureJitterSpeed(0.05);
}
Effect("Water")
{
// general parameters
PatchDivisions(8,8);
Tile(2.0,2.0);
// ocean parameters
OceanEnable(0);
// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);
// PS2 parameters
PS2()
{
LODDecimation(8);
Velocity(0.1,0.02);
MainTexture("Rhn_water.tga");
MinDiffuseColor(32, 40, 32, 255);
MaxDiffuseColor(128, 130, 128, 255);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 192, 192, 192);
SpeckleSpecularColor(160, 160, 160, 255);
SpeckleAmbientColor(0, 0, 0, 255);
SpeckleTextures("water_specularmask_",25, 2.0);
SpeckleTile(4.0, 4.0);
SpeckleScrollSpeed(0.2,0.0);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// XBOX parameters
XBOX()
{
Velocity(0.01,0.002);
LODDecimation(1);
DiffuseColor(128, 130, 128, 64);
NormalMapTextures("water_normalmap_",16,8.0);
}
// PC parameters
PC()
{
Velocity(0.01,0.002);
MainTexture("yav_water.tga");
SpecularMaskTile(4.0,4.0);
SpecularMaskScrollSpeed(0.2,0.0);
LODDecimation(1);
DiffuseColor(128, 130, 128, 64);
NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 2);
}
}
Effect("Blur")
{
Enable(1);
Mode(1)
ConstantBlend(0.45)
DownSizeFactor(0.2500)
}



