Posts made by InfiniteQuestion
RE: Removing lights from map
The actual light post props provide light, but very very little and it doesn't reflect. An apocalypse mod would be incredible having all the lights gone. Using ENB you can get rid of the orange glow left over putting the Spot values all to zero.
As for the orange light that the game uses for light posts, this is just an extra glow to illuminate the streets. If you make the light intensity to zero for both Global and Urban artificial light values in the timecycle files, it should turn all lights off on the streets.
I don't know what this will do, but I have my light fall off value set at 3 making all the buildings glow neon. If you change that to zero, that might turn off building lights as well. Remove traffic and I think the only source of light remaining would be the moon, depending on how cloudy and the moon intensity.
RE: Removing lights from map
I have a post a few weeks ago about removing orange glow from street lights. The game has two different lights, one from the objects and the other from a general street glow. I have mine set to white but could just as easily turn it off. With this turned off, ENB to remove spot glow, and your mod to remove street light posts, the only light at night would be coming from the buildings and moon making a very dark city.
Interested why you want light posts gone from the game?
RE: Removing orange glow from street lamps
@Brukanator You would have to edit both global and urban values for every timecycle file you have. This makes the light white with a blueish tint to the roads and buildings. I can not find a true way to turn the light posts white outside of editing the actual light posts which is an immense amount of work.
At night there are three light sources. 1 is from the light posts, this as far as I know can not be edited. 2 is for the road ambiant light. 3 is the color that highlights the roads and buildings.
If you follow the instructions for the ENB, this will get rid of the flood light look of the orange light posts. The ambiant lights are white while the street lights are basically turned off by the ENB, it's a trick but the closest I have found to making a white light city.
If you edit the intensity value to higher than 1.0000 then that would make the white light brighter, but default value is plenty white at night. I thought my light posts were too bright at night, to the point I couldn't see other lights.
Removing orange glow from street lamps
I haven't seen any discussions on changing street light color so I just wanted to post this for any future reference.
I have been editing the timecycle files and figuring out what each value does. In the light_artificial_ext_down_intensity controls the color of the street light glow, and light_artificial_ext_up_intensity controls the building and roads glow. I have my down on 0.8 1.0 1.0 and up as 0.0 0.0 1.0 and it gives the city an amazing white glow with neon blue looking roads. I just can't stop driving around looking at how clearer everything looks without that harsh orange glow.
If you have ENB installed, turning the SpotIntensity setting under to all 0.00 will remove the glow completely. Also I have light_falloff_mult turned to all 3.0000. It up's the neon look of the buildings really giving it a retro neon city glow. I am just so impressed with finding this I had to share it. Maybe I'll make a mod once I finish with the rest of the timecycle.
Adding water to land
I have found the water.xml file to edit the ocean waters, I have a basic grasp of what it can do. Does anyone know if it's possible to add more water to land to make flowing rivers or is it just stuck to making swimming pools? Also how does gta treat its water, is it an actual flowing system that moves down with gravity or would a pool of the water stay in its defined limits?
This map needs more rivers, would this just be a waste of time or is it possible?