Converted terrain is dark and refuse to lighten up [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Converted terrain is dark and refuse to lighten up [Solved]

Post by Nedarb7 »

The topics title says it all. I converted Rhen Var but the terrain is
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)
}
but I'm not sure. Any ideas?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Converted terrain is dark and refuse to lighten up

Post by AQT »

Have you tried burning the terrain? Click the "Image" button in the upper righthand corner of ZE to reveal this option.
User avatar
GAB
1st Lieutenant
1st Lieutenant
Posts: 431
Joined: Sun Jul 03, 2011 8:56 pm
Location: Somewhere around the world
Contact:

Re: Converted terrain is dark and refuse to lighten up

Post by GAB »

You might also get something with ZE's color tab.
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Converted terrain is dark and refuse to lighten up

Post by Nedarb7 »

Okay I'll try it out and see how it goes.

-EDIT-
Burning the terrain didn't work.
One thing I noticed is when I open a default map (plain with nothing on it) and
go into light mode and turn "real lightning" off the terrain gets brighter but when I do
the same on Rhen Var it stays the terrain stays the same and the objects lighten
like they should.

It could be something to do with the colors,.
User avatar
GAB
1st Lieutenant
1st Lieutenant
Posts: 431
Joined: Sun Jul 03, 2011 8:56 pm
Location: Somewhere around the world
Contact:

Re: Converted terrain is dark and refuse to lighten up

Post by GAB »

If you paint the terrain white in ZE, it should remove all the non-texture colors.
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Converted terrain is dark and refuse to lighten up

Post by Nedarb7 »

I've tried that. Its strange that the terrain will not lighten up when I make the textures brighter in GIMP. :?

I'll try changing these lines:
Effect("ColorControl")
{
Enable(1);
WorldBrightness(0.46);
WorldContrast(0.48);
WorldSaturation(0.65);
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Converted terrain is dark and refuse to lighten up

Post by AQT »

Is the .ter file set to Read-Only for some reason? Or is your lighting just really dark?
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Converted terrain is dark and refuse to lighten up

Post by Nedarb7 »

It was at first until I tried saving because it wouldn't let me.
I don't think the lighting is dark because there are no lights.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Converted terrain is dark and refuse to lighten up

Post by AQT »

No lights? That's a problem there. You should give the map lighting. Lighting is one of the things that don't convert over from SWBF1.
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Converted terrain is dark and refuse to lighten up

Post by Nedarb7 »

Okay I'll try adding some lights.

-EDIT-
Well the light only affected the objects which means the terrain is sticking to a dark color that will not change for some reason. :?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Converted terrain is dark and refuse to lighten up

Post by AQT »

Now that you actually have lighting, burn the terrain.
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 676
Joined: Sat Sep 22, 2012 3:41 pm

Re: Converted terrain is dark and refuse to lighten up

Post by Nedarb7 »

Trying it right now.
-EDIT-
I think its going to work, for the first time the map was brighter in ZE :) .
-EDIT2-
Yup, it worked. Thanks AQT :D.
Post Reply