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Post by anno1404 on Mar 2, 2011 22:24:28 GMT -5
On the chatboards for the past couple of weeks people have been looking for how to manipulate the lighting. I think I found out where lighting is controlled. In the datafile.big are .cvs files for each area. The food court (food_court.cvs) has 141 options in rows, with 23 different columns. These columns maybe different times and cases. Here are the 141 options: mSHRenderMatrixRed.00m SHRenderMatrixRed.01 mSHRenderMatrixRed.02 mSHRenderMatrixRed.03 mSHRenderMatrixRed.10 mSHRenderMatrixRed.11 mSHRenderMatrixRed.12 mSHRenderMatrixRed.13 mSHRenderMatrixRed.20 mSHRenderMatrixRed.21 mSHRenderMatrixRed.22 mSHRenderMatrixRed.23 mSHRenderMatrixRed.30 mSHRenderMatrixRed.31 mSHRenderMatrixRed.32 mSHRenderMatrixRed.33 mSHRenderMatrixGreen.00 mSHRenderMatrixGreen.01 mSHRenderMatrixGreen.02 mSHRenderMatrixGreen.03 mSHRenderMatrixGreen.10 mSHRenderMatrixGreen.11 mSHRenderMatrixGreen.12 mSHRenderMatrixGreen.13 mSHRenderMatrixGreen.20 mSHRenderMatrixGreen.21 mSHRenderMatrixGreen.22 mSHRenderMatrixGreen.23 mSHRenderMatrixGreen.30 mSHRenderMatrixGreen.31 mSHRenderMatrixGreen.32 mSHRenderMatrixGreen.33 mSHRenderMatrixBlue.00 mSHRenderMatrixBlue.01 mSHRenderMatrixBlue.02 mSHRenderMatrixBlue.03 mSHRenderMatrixBlue.10 mSHRenderMatrixBlue.11 mSHRenderMatrixBlue.12 mSHRenderMatrixBlue.13 mSHRenderMatrixBlue.20 mSHRenderMatrixBlue.21 mSHRenderMatrixBlue.22 mSHRenderMatrixBlue.23 mSHRenderMatrixBlue.30 mSHRenderMatrixBlue.31 mSHRenderMatrixBlue.32 mSHRenderMatrixBlue.33 mFogColour.x mFogColour.y mFogColour.z mFogColour.w mFogStart mFogEnd mFogMax mKeyLightColour.x mKeyLightColour.y mKeyLightColour.z mKeyLightColour.w mKeyLightDirection.x mKeyLightDirection.y mKeyLightDirection.z mCascadedShadowDistances.x mCascadedShadowDistances.y mCascadedShadowDistances.z mCascadedShadowDistances.w mBloomScale mBlurWidth mBlurDeviation mExposureMinimum mExposureMaximum mDesiredLuminance mTransitionRate mShadowDepthBiases.x mShadowDepthBiases.y mShadowDepthBiases.z mShadowDepthBiases.w mCSMAttenuationParameters.x mCSMAttenuationParameters.y mCSMAttenuationParameters.z mCSMMaxYHeight mAttenuatedLightDirection.x mAttenuatedLightDirection.y mAttenuatedLightDirection.z mNumActiveShadowCascades mBloom1Scale mBloom1Width mBloom1Deviation mBloom2Scale mBloom2Width mBloom2Deviation mBloom3Scale mBloom3Width mBloom3Deviation mColourCubeIdx mCombinedCameraBlurCutoff mCombinedVelocityRangeScale mCombinedCameraBlurScale mCombinedDOFBlurWidth mCombinedDOFBlurDeviation mCombinedDOFNearFuzzy mCombinedDOFNearSharp mCombinedDOFFarSharp mCombinedDOFFarFuzzy mCombinedDOFBlendScale mCombinedObjectBlurDepthOffset mCombinedObjectBlurVelocityScale mCombinedVelocityBlurBlendScale mCombinedVelocityMagnitudeClamp mCombinedQuantizedDepthMin mCombinedQuantizedDepthMax mSkyMidPoint mSkyColor1.x mSkyColor1.y mSkyColor1.z mSkyColor2.x mSkyColor2.y mSkyColor2.z mSkyColor3.x mSkyColor3.y mSkyColor3.z mSunScale mSunMultiplier.x mSunMultiplier.y mSunMultiplier.z mSunLightDirection.x mSunLightDirection.y mSunLightDirection.z mCharacterRimLightColour.x mCharacterRimLightColour.y mCharacterRimLightColour.z mZombieRimLightColour.x mZombieRimLightColour.y mZombieRimLightColour.z mTintColour.x mTintColour.y mTintColour.z mContrastMidpoint mContrast mSaturation
from the chat board: Selvec: On the plus side I figured 90% of the .csv files in the datafile.big archieve are lighting commands. Selvec: You can make specfic changes to lighting in rooms by changing the values I think. I haven't tested it out.
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Post by anno1404 on Apr 12, 2011 1:25:23 GMT -5
thanks for finding this! Subtle but eerie:
How I made the subtle reds: As mentioned, I changed all the reds to "9" and all the blues and greens to "0" in Microsoft excel. I then repacked datafile_big and renamed datafile_big.big to datafile.big and started the game. Attached is the modified safehouse.cvs file.royal_flush_mall.csv vs. safehouse.cvsNote, I tried this in royal_flush_mall.csv, but there are several problems. First there are 8 royal flush plaza .cvs files, whereas there is only five safehouse .cvs files: royal_flush_mall.csv royal_flush_mall_gas.csv royal_flush_roysmart.csv royal_flush_roysmart_gas.csv royal_flush_stores.csv royal_flush_stores_gas.csv royal_flush_utility.csv royal_flush_utility_gas.csv
safehouse.csv safehouse_basement.csv safehouse_breach.csv safehouse_medical.csv safehouse_security.csv
Second, the number of rows in royal_flush_mall.csv is 25, whereas there is only one row in safehouse.csv Third, Royal Flush Plaza is too bright to see the subtle differences made in the changes to the hues. Deleting the cvs fileTom just found that deleting the cvs completely makes the area "insanely bright" changing all reds blues and greens to 0Makes the area slightly darker. (thommah found) Changing all row to 0'sGame is pitch black (thommah found)
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tommah
Veteran
Where's My Wiskey
Posts: 1,270
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Post by tommah on Apr 13, 2011 10:36:34 GMT -5
Hey all, based off of this information I decided to start working on a "lights out" mod where the entire game is pretty dark. here's a screenshot so far, let me know what you think **UPDATE**so far I've only been able to get it to work with that safehouse by entering in safehouse.csv: mContrastMidpoint | 0.005 | mContrast | 0.15 |
originals coding in safehouse.cvs: mContrastMidpoint | 0.5 | mContrast | 1 |
[table][tr][td]mContrastMidpoint[/td][td]0.5 [/td][/tr][tr][td]mContrast[/td][td]1[/td][/tr][/table]
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Post by anno1404 on Apr 13, 2011 12:04:56 GMT -5
According to Tom: in Royal Flush Plaza, you have to change all 25 rows in royal_flush_mall.cvs royal_flush_mall.cvs covers the area where the dice are. R104, R112, R108, R119 Since royal_flush_mall.cvs only covers a small section off the mall, you have to change some of the other 6 royal flush plaza files: royal_flush_mall.csv royal_flush_mall_gas.csv royal_flush_roysmart.csv royal_flush_roysmart_gas.csv royal_flush_stores.csv royal_flush_stores_gas.csv royal_flush_utility.csv royal_flush_utility_gas.csv The change from light to dark is abrupt, all at once. Unfortunately, even the flashlight looks dimmer. Tom's wild and crazy mod: Changing several rows at once in Microsoft excel:select/highlight all the cells you want to change, type in one cell what you wanted changed in all cells. ctrl+ enter All cells should have this one cells same text.
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Post by anno1404 on Apr 13, 2011 15:17:00 GMT -5
Attached it the file that makes one area darker (bottom of post). In Royal Flush Plaza, you have to change all 25 rows in royal_flush_mall.cvs mContrastMidpoint to 0.005 and
mContrast to 0.15 royal_flush_mall.cvs covers the area where the dice are. R104, R112, R108, R119. It covers the upstairs also. Since royal_flush_mall.cvs only covers a small section off the mall, you have to change some of the other 6 royal flush plaza files, listed above. The change from light to dark it is gradual. Unfortunately, even the flashlight looks dimmer. It appears the area which changes to dark is small, only around the dice area. But once it is dark, it is dark for a much larger area. I walked along the second floor, then walked down the stairs near modern businessmen and it did not get lighter. This is despite it getting lighter downstairs near marriage makers. Here is a video: Tom's wild and crazy mod: Changing several rows at once in Microsoft excel:select/highlight all the cells you want to change, type in one cell what you wanted changed in all cells.
ctrl+ enter
All cells should have this one cells same text. thanks to tom for doing the work to make this section possible. Attachments:
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Post by anno1404 on Apr 16, 2011 23:22:12 GMT -5
I was creating coordinates for the palisades mall, and found this in palisades.txt:
cPolygonLarge L_Bathrooms { Height = "9" NumVertex = "10" Vertex0 = "229.891,6.001,-117.833" Vertex1 = "240.008,6.001,-109.111" Vertex2 = "249.141,6.001,-110.680" Vertex3 = "268.527,6.001,-94.301" Vertex4 = "250.036,6.001,-71.963" Vertex5 = "235.534,6.001,-85.734" Vertex6 = "236.086,6.001,-88.080" Vertex7 = "235.139,6.001,-99.534" Vertex8 = "235.595,6.001,-104.982" Vertex9 = "226.331,6.001,-114.151" }
cLightContextVolume LC_Bathoorms { ContextFileName = "/palisades_stores.csv" QuadName = "L_Bathrooms" }
In the first section, the cPolygonLarge L_Bathrooms appears to set coordinates/area for the lighting. In the second section, cLightContextVolume LC_Bathoorms this controls the lighting of the bathroom, by calling up the area defined in cPolygonLarge L_Bathrooms. This maybe incorrect. Other light sections in Palisades.txt: cLightContextVolume LC_Combo_03 cLightContextVolume LC_Combo_01 cLightContextVolume LC_Combo_02 cLightContextVolume LC_Mall_01 cLightContextVolume LC_Mall_02 cLightContextVolume LC_Yucatan cLightContextVolume LC_Stores_12 cLightContextVolume LC_Stores_01 cLightContextVolume LC_Stores_02 cLightContextVolume LC_Stores_03 cLightContextVolume LC_Stores_04 cLightContextVolume LC_Stores_05 cLightContextVolume LC_Stores_06 cLightContextVolume LC_Stores_07 cLightContextVolume LC_Stores_08 cLightContextVolume LC_Stores_09 cLightContextVolume LC_Stores_10 cLightContextVolume LC_Stores_11 cPolygonLarge and cPolygonSmallcPolygonSmall is different than cPolygonLarge above. the game uses cPolygonSmall to call up the name of the location you walk into, so for example, you walk into CheeseCake Mania, on the bottom right will be text which says CheeseCake Mania on the HUD (hud_worldlocation.txt).
Whereas cPolygonLarge maybe coordinates of lighting.
There does not seem to be any relation to these coordinates and the data/models/environment/palisades_mall files, which create the environment for the area (all walls, floors, ceilings, and all unmoving items and furniture) Misspelling in descriptionThe misspelling of bathrooms in cLightContextVolume LC_Bathoorms is not me, but the game designer.
But since this is on the first line before the { } all that matters is cLightContextVolume you write anything after cLightContextVolume (as long as it is not a duplicate of another descriptor line in the file. It doesn't matter.
So for example I can type:
cLightContextVolume Anno1404 { ContextFileName = "/palisades_stores.csv" QuadName = "L_Bathrooms" }
And use this instead, it will not matter, but if I had two cLightContextVolume Anno1404 twice both may not show up or one may not show up. I don't recall which. Another examplePlacement of arena items is controlled by gs_biketutorial.txt when i removed everything including this: cPolygonLarge L_Arena { Height = "50" NumVertex = "8" Vertex0 = "-93.630,-2.999,94.444" Vertex1 = "-62.356,-2.999,130.415" Vertex2 = "52.363,-2.999,128.838" Vertex3 = "87.449,-2.999,97.758" Vertex4 = "88.708,-2.999,-103.395" Vertex5 = "56.206,-2.999,-136.869" Vertex6 = "-60.088,-2.999,-138.523" Vertex7 = "-93.866,-2.999,-104.083" }
cLightContextVolume LC_Arena { ContextFileName = "/arena_stadium.csv" QuadName = "L_Arena" }
cPolygonLarge L_BikeShop { Height = "7.7" NumVertex = "4" Vertex0 = "19.447,-10.000,-76.256" Vertex1 = "-101.226,-10.000,-80.374" Vertex2 = "-101.465,-10.000,37.302" Vertex3 = "24.804,-10.000,21.811" }
cLightContextVolume LC_BikeShop { ContextFileName = "/bike_shop.csv" QuadName = "L_BikeShop" }
the lights went very dim. restoring just these four coding sections made the light go back to normal. Granted possibly two of these four sections have no control of light.
Case Zero has a mission to turn on and off street lights, pasted here: cMissionDefinition PrologueStreetLightParticles { DebugSpawnPoint = "EndPrologueZombrex" DescriptionSummary = "77631" DisplayName = "85238" DontAutoCompleteOnDebugJump = "true" Duration = "172800" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "PROLOGUE_SAFEHOUSE" MissionType = "8" Module = "1" REMOVE_BEFORE_SHIP = "false" ShowInDebugMenu = "false" ShowInHUD = "false" StartTime = "68400" WaitUntilEnd = "true" cMissionLevelReady PrologueCase1-Start27 { IgnoreWarning = "true" LevelName = "LEVEL_PROLOGUE" cMissionStartEffect StreetLight26 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-274.104,11.682,-35.182" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight27 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-219.855,11.149,-138.357" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight28 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-194.325,11.358,-139.675" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight29 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-179.763,11.097,-148.342" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight30 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-174.723,11.323,-128.419" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight31 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-163.230,11.728,-101.874" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight32 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-199.308,11.337,-97.515" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight33 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-228.075,11.334,-89.633" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight34 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-236.369,11.238,-79.097" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight35 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-233.999,11.423,-61.165" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight36 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-244.136,11.109,-41.956" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight37 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-222.631,11.748,-49.958" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight38 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-186.455,11.295,-57.431" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight39 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-153.933,11.390,-67.183" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight40 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-127.841,11.360,-78.506" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight41 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-110.046,11.408,-108.798" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight42 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-109.012,11.300,-134.541" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight43 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-98.455,11.264,-130.831" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight44 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-98.503,11.329,-106.721" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight45 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-111.869,11.232,-81.148" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight46 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-140.139,11.367,-61.065" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight47 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-165.680,11.361,-52.989" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight48 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-195.159,11.366,-44.740" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight49 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-226.141,11.727,-35.432" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight50 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-254.322,11.627,-28.388" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
cMissionStartEffect StreetLight51 { ChuckCanBeHarmedFromEffect = "true" EffectEnum = "370" Location = "-282.398,11.548,-21.024" Loop = "true" Number = "1" Rotation = "0,0,0,1" }
}
}
How Cinematics.big, the file which does most cutscenes does lighting: From 070_ending_b.txt ( Ending A) cCineKeyShadowEvent KEYLGHT01 { Duration = "134.3667" End_Attenuation = "3.00,6.00,0.35" End_CascadeDist = "5.0,15.0,30.0,8.0" End_CascSliceOverlap = "0.0" End_CascZeroNearPlane = "0.0" End_DepthBias = "0.002,0.002,0.003" End_FadePercent = "0.7" End_KeyLightDir = "-0.187,-0.626,-0.447" End_KeyLightRGB = "3.00,2.80,1.50" End_MaxYHeight = "20.00" End_NearPlaneCull = "50.0" End_QuantScaleValue = "1.00" Start_Attenuation = "3.00,6.00,0.35" Start_CascadeDist = "5.0,15.0,30.0,8.0" Start_CascSliceOverlap = "0.0" Start_CascZeroNearPlane = "0.0" Start_DepthBias = "0.002,0.002,0.003" Start_FadePercent = "0.7" Start_KeyLightDir = "-0.187,-0.626,-0.447" Start_KeyLightRGB = "3.00,2.80,1.50" Start_MaxYHeight = "20.00" Start_NearPlaneCull = "50.0" Start_QuantScaleValue = "1.00" Time = "0" }
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Post by anno1404 on Jul 30, 2011 0:37:31 GMT -5
The lighting of an area is affected by the number of the building in an area. If a modder takes out areas, the lighting will change. Removing all of the backgrounds makes the area extremely washed out: After removing all the areas, then replacing back 4, the area changes color to a purplish hue.
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