Page 1 of 1

Sky too bright

Posted: Sun Jul 31, 2016 5:36 pm
by Oceans14
The sky in my map is off-the-charts bright. I think it's some sort of gamma setting, but I removed the color-control lines from my fx file. I have a directional light placed, but I've used them before and haven't had this happen.

My fx file:
Hidden/Spoiler:
[code]Effect("Shadow")
{
Enable(1)
BlurEnable(0)
Intensity(0.35)
}

SunFlare()
{
Angle(125.000000, 120.000000);
Color(255, 255, 255);
Size(5.0);
SpikeColor(255,230,0,128);
SpikeSize(20.0);

PS2()
{
FlareOutSize(7.0);
NumFlareOuts(40);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
XBOX()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
}

SunFlare()
{
Angle(130.000000, 130.000000);
Color(255, 150, 150);
Size(4.0);
InitialFlareOutAlpha(70);
SpikeColor(150,100,0,128);
SpikeSize(20.0);

PS2()
{
FlareOutSize(5.0);
NumFlareOuts(40);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 255);
HaloOutterRing(10.0, 255, 127, 0, 0);
}
PC()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
XBOX()
{
FlareOutSize(8.0);
NumFlareOuts(30);
HaloInnerRing(0.0, 255, 255, 255, 255);
HaloMiddleRing(3.0, 255, 200, 0, 150);
HaloOutterRing(30.0, 115, 148, 182, 0);
}
}
[/code]
The problem:
Hidden/Spoiler:
Image
Tried clean and munge, no use. I'm at a loss and also somewhat blinded... help would be appreciated :)

Re: Sky too bright

Posted: Sun Jul 31, 2016 6:57 pm
by thelegend
Maybe post your sky file? I think your skydome is a completely glowing model.

Re: Sky too bright

Posted: Sun Jul 31, 2016 7:27 pm
by Oceans14
The sky file is stock; nothing is changed. I did replace the yavin sky with the tatooine sky, but only by texture, not dome model. There's a difference in the textures' .option files though. The original sky_yav2 says -8bit -maps 1 and the other says -maps 1 -format a8r8g8b8. I tried swapping them and nothing happened, but a8r8g8b8 looks like it adjusts the texture's rgb alpha levels.

Edit - nope just compression.

Re: Sky too bright

Posted: Sun Jul 31, 2016 7:52 pm
by Kingpin
I know the problem. The yavin sky uses the alpha channel to generate brightness, which is why the majority of it is covered up. I will assume your new sky texture is almost all an alpha channel, correct? If you want the proper sky for that texture, you'll want to change the dome model too.

Re: Sky too bright

Posted: Sun Jul 31, 2016 7:55 pm
by Marth8880
Oceans14 wrote:I did replace the yavin sky with the tatooine sky, but only by texture, not dome model.
I believe the default Yavin sky dome model has vertex colors, which is most likely why it glows. You'll either need to remove the model's vertex colors in XSI (by simply deleting the object's Vertex_Colors property in the object's hierarchy in the Explorer) or use a different dome model that doesn't have vertex colors (like tat2's).
Oceans14 wrote:There's a difference in the textures' .option files though. The original sky_yav2 says -8bit -maps 1 and the other says -maps 1 -format a8r8g8b8. I tried swapping them and nothing happened, but a8r8g8b8 looks like it adjusts the texture's rgb alpha levels.

Edit - nope just compression.
Indeed. A8R8G8B8 is one of the various Direct3D texture compression formats. See here: https://msdn.microsoft.com/en-us/librar ... s.85).aspx

Also see here under the "Parameter Details" sub-header of the "Texture Munge" header: https://sites.google.com/site/swbf2modt ... umentation


EDIT:

Actually yeah, the dome model might be using the 'glow' material flag. See Kingpin's explanation. :^p

Oh also, another reason why you should just use the tat2 dome model (if you're using the tat2 sky texture) is because the other dome models tend to have different UV mappings.

Re: Sky too bright

Posted: Sun Jul 31, 2016 10:54 pm
by Oceans14
Using the correct dome model did the trick. I guess I should have known better - keep the model with it's original texture!

Thanks for the help everyone