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Battlefield Modding Tutorials BFMODS • View topic - How to make objects appear darker?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Aug 29, 2009 5:08 am 
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Posts: 23
I'm trying to make a night conversion of a map.

I wanted to ask what makes buildings darker because what i have now is

dark fog
dark terrain
dark sky

yet objects (buildings particuallary) are still like...glowing. Worse of all, the building's white, but i don't think that matters. How do i make it darker, like REAL night w/o changing colors?

Im trying to make heavier/closer fog to see if it will help


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PostPosted: Sat Aug 29, 2009 9:43 am 
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fiddle with the maps diffuse colors, make them grey or dark blue, that should make things darker.


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PostPosted: Mon Aug 31, 2009 2:48 am 
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Is there some website where i can find what colors the numbers translate into? Is it HTML or something?


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PostPosted: Mon Aug 31, 2009 5:18 pm 
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:lol: no it's not html dude. :lol: it's in a RGB format (red/green/blue). make sense now? 250/0/0 is an all red color. and 0/250/0 is all green. while 250/250/250 is completely white. and 0/0/0 is completely black. . knock yourself out. and if your wondering... that site shows the html color codes to. :lol:

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PostPosted: Mon Aug 31, 2009 9:00 pm 
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hey thanks! trying it now!


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PostPosted: Mon Aug 31, 2009 9:57 pm 
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good. I hope it works. Just so that he doesn't get mad, it was Senshi who posted that in the general forums a while ago and I just used that link.

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PostPosted: Tue Sep 01, 2009 8:09 pm 
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ughhh, still won't work. I've even set everything to black (ambient, diffuse etc..) Tanks, weapons, planes have turned VERY dark when in shadows, but buildings (especially white ones) are still as bright. Is there anyway i can darken them up? If not, i might as well change their textures instead


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PostPosted: Wed Sep 02, 2009 7:09 pm 
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Your might be changing the wrong one. The meshes used on PCOs are treated separately from staticobject meshes.

Try the "renderer.ambientColor' and/or the "renderer.diffuseColor" (you may need to change both).

Or as a last resort make a texture called defaultTexture.dds (make sure it has mipmaps and such when you save it!) and play around with that. DefaultTexture.dds is the file used for any object that lacks object light maps. Remove the old object light maps so that all objects will revert to DefaultTexture.dds. By default, this file is simply 50% gray. But you can make it darker and it should make ALL static objects appear darker! But ONLY those that have no objectlightmaps being applied to them!

Make sure that if you do the defaultTexture.dds method, that hte custome defaultTexture.dds is in the texture folder(NOT textures folder) of your map. Then add a alternate texture path for your map that points to this texture folder. That way only that map will have the new defaultTexture file. Because you don't want this to effect all your maps now do you? :D

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