Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
SynfinityHow to enable default rooms to use lighting?
#1
Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.
Reply
#2
(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.
Did you checked the Optman.exe?
   
I assume you already checked the customizer special settings?
   
The Whole World Is A Piece Of  Shit But You Have To Handle It.
Reply
#3
(06-16-2023, 07:05 PM)Daspex Wrote:

[To see links please log-in or register here]

(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.
Did you checked the Optman.exe?

I assume you already checked the customizer special settings?

2nd example is what I'm talking about. You adjust those and it affects the lighting on the models themselves, but not the rooms. Some rooms it does, some it doesn't. Like the Dome of Pain, it doesn't register those lighting changes. I think it's a setting within each room's, .bs files but for the life of me I can't find it now or remember it. I know I adjusted it successfully before, but my old PC died and took the HDD with it, so I am working with a fresh install and trying to get settings back to where I had them.
Reply
#4
(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.

Maybe you have  to set some values for the meshes so that they are able to reflect someting?

RenderMaterial.AmbientColor Vector3f( 0, 0, 0 );
RenderMaterial.SpecularColor Vector3f( 0, 0, 0 );
RenderMaterial.EmissionColor Vector3f( 0, 0, 0 );
RenderMaterial.Shininess F32(50);
The Whole World Is A Piece Of  Shit But You Have To Handle It.
Reply
#5
(06-20-2023, 10:20 PM)Daspex Wrote:

[To see links please log-in or register here]

(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.

Maybe you have  to set some values for the meshes so that they are able to reflect someting?

RenderMaterial.AmbientColor Vector3f( 0, 0, 0 );
RenderMaterial.SpecularColor Vector3f( 0, 0, 0 );
RenderMaterial.EmissionColor Vector3f( 0, 0, 0 );
RenderMaterial.Shininess F32(50);

I think that's it. In the room.bs file?
Reply
#6
(06-22-2023, 12:14 AM)Synfinity Wrote:

[To see links please log-in or register here]

(06-20-2023, 10:20 PM)Daspex Wrote:

[To see links please log-in or register here]

(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.

Maybe you have  to set some values for the meshes so that they are able to reflect someting?

RenderMaterial.AmbientColor Vector3f( 0, 0, 0 );
RenderMaterial.SpecularColor Vector3f( 0, 0, 0 );
RenderMaterial.EmissionColor Vector3f( 0, 0, 0 );
RenderMaterial.Shininess F32(50);

I think that's it. In the room.bs file?

Yes.
The Whole World Is A Piece Of  Shit But You Have To Handle It.
Reply
#7
(06-22-2023, 01:30 AM)Daspex Wrote:

[To see links please log-in or register here]

(06-22-2023, 12:14 AM)Synfinity Wrote:

[To see links please log-in or register here]

(06-20-2023, 10:20 PM)Daspex Wrote:

[To see links please log-in or register here]

(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.

Maybe you have  to set some values for the meshes so that they are able to reflect someting?

RenderMaterial.AmbientColor Vector3f( 0, 0, 0 );
RenderMaterial.SpecularColor Vector3f( 0, 0, 0 );
RenderMaterial.EmissionColor Vector3f( 0, 0, 0 );
RenderMaterial.Shininess F32(50);

I think that's it. In the room.bs file?

Yes.

Thanks, dude.
[-] The following 1 user Likes Synfinity's post:'s post
  • daspex (06-23-2023)
Reply
#8
(06-22-2023, 11:55 PM)Synfinity Wrote:

[To see links please log-in or register here]

(06-22-2023, 01:30 AM)Daspex Wrote:

[To see links please log-in or register here]

(06-22-2023, 12:14 AM)Synfinity Wrote:

[To see links please log-in or register here]

(06-20-2023, 10:20 PM)Daspex Wrote:

[To see links please log-in or register here]

(06-16-2023, 01:40 AM)Synfinity Wrote:

[To see links please log-in or register here]

Someone told me how to do this before, but I can't remember how. In some rooms the scenery does not reflect light source changes from the menu. There was an adjustment you could make, but I can't remember.

NOT H5 lighting, but the built in lighting from the context menu.

Maybe you have  to set some values for the meshes so that they are able to reflect someting?

RenderMaterial.AmbientColor Vector3f( 0, 0, 0 );
RenderMaterial.SpecularColor Vector3f( 0, 0, 0 );
RenderMaterial.EmissionColor Vector3f( 0, 0, 0 );
RenderMaterial.Shininess F32(50);

I think that's it. In the room.bs file?

Yes.

Thanks, dude.
You are always welcome. ☺
The Whole World Is A Piece Of  Shit But You Have To Handle It.
Reply




Users browsing this thread: 1 Guest(s)
Copyright: Roy's website was started on September 3, 2013. We been on-line over 10 years and going strong.
WARNING: ADULT CONTENT: You must be 18 years of age or older to view this website.