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Distant terrain and textures lighting

Posted: Sun Dec 05, 2010 5:18 pm
by Fiodis
I've run into a problem on a map. I've tried changing the "visibility" in ZE as well as the distance settings - all to no avail. From far away, my terrain and objects look like this:
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Image
When they're supposed to look like this:
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Image
What's going on?

Re: Distant terrain and textures lighting

Posted: Sun Dec 05, 2010 5:21 pm
by Maveritchell
Your fog color is probably inappropriate. Please post your .sky file.

Re: Distant terrain and textures lighting

Posted: Sun Dec 05, 2010 5:24 pm
by Fiodis
Here it is:
Hidden/Spoiler:
[code]SkyInfo()
{
Enable(1559);
FogColor(128, 128, 128);
FogRange(250.000000, 350.000000);
NearSceneRange(50.0, 150.0, 60.0, 200.0);
FarSceneRange(220.000000, 500.0);
AmbientColor(90, 90, 110);
TopDirectionalAmbientColor(140, 140, 145);
BottomDirectionalAmbientColor(70, 60, 40);
}

FlatInfo()
{
Height(0.000000, 0.000000);
Texture("");
Color(128, 128, 128, 255);
Modulate(0);
TextureSpeed(0.000000, 0.000000);
TileSize(100.000000);
}

DomeInfo()
{
Texture("SKY_naboo2.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Softness(1);
SoftnessParam(60);

DomeModel()
{
Geometry("nab2_sky_dome");
}

Stars()
{
RandomSeed(1);
TwinkleFactor(0.5);
TwinkleFrequency(0.1);
Color(255, 255, 255, 255);
XBOX()
{
NumStars(1000);
BrightStarPercent(90.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
NumStars(8000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(.75);
}
PS2()
{
NumStars(1000);
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}
}

PuffInfo()
{
TypeCount(0);
Count(0);
Type(0);
TileSize(0.000000);
}

RainInfo()
{
BlockSize(50.000000, 50.000000);
StringGrids(0);
BeadCount(0);
BeadSize(0.000000, 0.000000);
BeadSpeed(0.000000);
BeadColor(255, 255, 255, 255);
BeadTexture("");
BeadModulate(1);
StringAngle(0.000000);
OnTime(0.000000);
TransitionTime(5.000000);
OffTime(0.000000);
AmbientScale(1.000000);
DomeColor(0.250000, 0.250000, 0.250000);
Enabled(0);
}

SplatInfo("Water")
{
Count(64);
Color(0, 63, 0, 128);
MinSize(0.100000, 0.100000);
MaxSize(3.000000, 3.000000);
Velocity(0.000000, 0.000000, 0.000000);
Texture("");
Modulate(1);
LifeSpan(0.500000);
Right(0.000000, 0.000000, 0.000000);
Up(0.000000, 0.000000, 0.000000);
Centered(1);
Distance(1.000000, 100.000000);
}

SplatInfo("Ground")
{
Count(128);
Color(255, 255, 255, 255);
MinSize(0.010000, 0.010000);
MaxSize(0.500000, 1.000000);
Velocity(0.000000, 0.000000, 0.000000);
Texture("");
Modulate(0);
LifeSpan(0.500000);
Right(0.000000, 0.000000, 0.000000);
Up(0.000000, 0.000000, 0.000000);
Centered(0);
Distance(1.000000, 100.000000);
}

SplatInfo("Screen")
{
Count(4);
Color(63, 63, 63, 255);
MinSize(0.010000, 0.010000);
MaxSize(0.100000, 0.100000);
Velocity(0.000000, 0.000000, 0.000000);
Texture("");
Modulate(1);
LifeSpan(1.000000);
Right(0.000000, 0.000000, 0.000000);
Up(0.000000, 0.000000, 0.000000);
Centered(1);
Distance(1.000000, 100.000000);
}

MirrorInfo()
{
UseTexture(0);
Offset(-0.010000);
}

SpritesInfo()
{
}

WaterInfo()
{
TopColor(0, 0, 0);
BottomColor(0, 0, 0);
TopRange(50.000000);
BottomRange(30.000000);
BottomDrop(5.000000);
Enabled(0);
}

SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("cis_fly_fedlander_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("all_fly_moncalamari_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(170, 250);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2.5);
}
[/code]

Re: Distant terrain and textures lighting

Posted: Sun Dec 05, 2010 6:04 pm
by Maveritchell
You need to change your fog color.

Re: Distant terrain and textures lighting

Posted: Sun Dec 05, 2010 6:16 pm
by Fiodis
I've set it down to (62,62,62) and then to (4,4,4) - terrain that's very far away becomes darker, but the patch in the middle distance, such as the one in the picture, stays unchanged. The leaves on the trees are still bright and the terrain is still brighter than it should be.

Re: Distant terrain and textures lighting

Posted: Sun Dec 05, 2010 6:26 pm
by Maveritchell
I would suggest using a more bluish tint to your fog (for simulation of darkness) and making the upper bound of your NearSceneRange overlap with the lower bound of your FarSceneRange. If the problem you're really referring to is your low-rez tree issue, then I'd suggest playing around with your lighting or sky file a little more - you have an odd setup for your sky file; you may building up from a different stock .sky.