W_Clear.xml Research: Street light intensity and down_intensity/up_intensity?
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I'm doing some research into the timecycles and how the different eg w_clear ect.xml's control lighting.
I have 2 questions, the first regarding down_intensity/up_intensity eg.
<light_natural_amb_up_intensity>
<light_natural_amb_down_intensity>
Whats the difference in terms of their affects on the environment? From what I can tell they fulfill similar roles, one just has a greater control over texture emmited lighting/occlusions vs direct lighting from the Sun/Moon.The last question is regarding Street lighting. I've been playing around with a lot of the values inside w_clear.xml and have figured out a lot of what the lines do such as increase the light emitted by peds at night, exterior brightness of buildings ect. What I can't find is a line that allows me to edit the intensity/radius/softness of Street lights or Prop lights. Anyone know which line modifies these values?
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@Reclusive-Eagle said in W_Clear.xml Research: Street light intensity and down_intensity/up_intensity?:
Whats the difference in terms of their affects on the environment?
As far as I understand it, in practical terms the only real distinction is the 'up' & the 'down'
Up - Light eminating from the below ground/low down & shining up
Down - Light shining from the sky/above ground level & shining downThe light interacts with objects pretty much the same. Just the direction of the light is different.
Streetlighting:
It is controlled by these values:<light_artificial_ext_down_col_r> 1.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0000 1.0000</light_artificial_ext_down_col_r> <light_artificial_ext_down_col_g> 0.7176 0.7176 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.7176 0.7176</light_artificial_ext_down_col_g> <light_artificial_ext_down_col_b> 0.2980 0.2980 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.2980 0.2980</light_artificial_ext_down_col_b> <light_artificial_ext_down_intensity> 0.1600 0.0500 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0500 0.1600</light_artificial_ext_down_intensity> <light_artificial_ext_up_col_r> 1.0000 0.4000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0000 1.0000</light_artificial_ext_up_col_r> <light_artificial_ext_up_col_g> 0.7176 0.7176 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.7176 0.7176</light_artificial_ext_up_col_g> <light_artificial_ext_up_col_b> 0.2980 0.2980 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.2980 0.2980</light_artificial_ext_up_col_b> <light_artificial_ext_up_intensity> 0.1000 0.0300 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0300 0.1000</light_artificial_ext_up_intensity>
As above the 'up & 'down' lighting have slightly different effects.
As far as practical streetlight modding is concerned the 'up' light has a bigger influence on the colour/brightness of the light circle on the ground below a street light & the 'down' lighting has a bigger effect on particles (fog/mist etc) & the tops of things above the ground.
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Jesus Christ, maybe I should just come to you when it comes to any .xml value research lol
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@Reclusive-Eagle
I'm no expert (like Razed etc) but if I have the info I'll share itExtra:
Streetlight intensity can also be edited using ENB's 'SpotIntensity' values (in the 'LIGHTARTIFICIAL' section, (if it exists in ENB settings)).
Note: ENB's 'spotintensity' values also alter car headlight intensity (& probably some other lighting) at the same time, which is not always desirable.
Extra bright/dim headlights can be compensated for by editing '<light_vehicle_intenity_scale>' (<R* typo, not mine) in any of the weathers 'w_namehere.xml' files. The advantage being that you can see immediate changes in-game using the ENB approach.
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@a63nt-5m1th well neither am I and I just solved the night time light flickering issue with the NVR mod. I'm sure Razed will be happy to hear that issue can finally be fixed lol.
You defiantly helped me in regards to researching the problem so I'll let him know as well
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@Reclusive-Eagle
Nice
I don't use NVR (I make my own timecycle files) but out of interest what was the fix? Roughly?
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@a63nt-5m1th
The issue had to do with 1 specific line the <light_falloff_mult>.
Essentially what happens is, by my understanding, the game divides time into 2 sections, day/night.
Day starting at 06:00-07:00 and night around 20:00. Most of the values in the timecycles are geared around these specific time differences and as such mostly correspond with one another so that you don't have massive changes at specific time transitions.The issue with NVR was, Razed made his own values based on real world lighting when the game was not made for it.
This his line in the <light_falloff_mult> of w_clear Global, Same issue with the Urban Region.
<light_falloff_mult> 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 0.6000 0.6000 0.7000</light_falloff_mult>Obviously since you've made your own timecycles you know each of the values are for specific hours. Razed's issue was that 20:00-06:00 all had different values, creating weird transition periods which created the light flickering.
These are my fixed values.
<light_falloff_mult> 0.7000 0.7000 0.7000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 1.0000 0.7000 0.7000 0.7000</light_falloff_mult>Notice how value
1: 00:00
2: 05:00
3: 06:00
11: 20:00
12: 21:00
13: 22:00
All had different values in his original edit? I changed them all to a stable value of 0.7000. Didn't have to be 0.7000 it was just a proof of concept. That fixed the issue entirely.For some reason from 07:00-19:00 you can put any value you want and they don't have to correspond/match at all. But at night 20:00-06:00 they have to all be the same value or you will get light flickering. So hopefully that will help you avoid the same issue.
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@Reclusive-Eagle
Good investigating. I like it