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Really bright effect
Nanatsumi Offline
Member

Posts: 81
Threads: 29
Joined: Dec 2014
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#1
Really bright effect

How delete that annoying bright effect?
In-Game
[Image: Amnesia_2015-11-15_15-21-25-538.jpg]

In Level Editor
[Image: LevelEditor_2015-11-15_14-20-14-237.jpg]
11-15-2015, 07:49 PM
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Mudbill Offline
Muderator

Posts: 3,881
Threads: 59
Joined: Apr 2013
Reputation: 179
#2
RE: Really bright effect

This is caused by the shaders and you'll have to edit those to change it. It's not a very easy thing to do, because even IFCs need to apply them to the core shaders folder. I know you can fetch the one from AMFP and use it, and it should remove the bloom effect.

11-15-2015, 09:17 PM
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FlawlessHappiness Offline
Posting Freak

Posts: 3,980
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Joined: Mar 2012
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#3
RE: Really bright effect

Can't you just turn down the Alpha of the billboards?

EDIT: Looking back at this comment it may have come across as "I know it all". That was not my intention. The 'you' was pointed towards Mudbill, and was a generalized 'you'.

My comment should've just been: "Try lowering the alpha of the billboards".

Trying is the first step to success.
(This post was last modified: 11-16-2015, 02:20 PM by FlawlessHappiness.)
11-15-2015, 09:46 PM
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CarnivorousJelly Offline
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Posts: 1,196
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#4
RE: Really bright effect

HPL2 can be pretty messed up sometimes and it's hard to fix everything. Like Mudbill said, it's probably an issue with the shaders, but there are some workarounds you can use that don't involve having to create an IFC

Definitely try connecting the billboards to a dimmer light source (I find 12-25% as bright as your light source works well). You can make the radius of the new source small (0.125, for example) and stick it somewhere that the player won't encounter it. If that doesn't achieve what you want, alpha's a good next step. Otherwise...

For the lamps, you have a couple options:
- set them to 'off' and use just the pointlight for lighting source from it
- connect the pointlights to the light entities set ALL the values on the pointlight to 0.125 or lower (this will cause it to behave as a dimmer version of the light, effectively extending its casting radius but also causing it to fade out more gradually)
- open the lamps in the model editor and delete/alter the attached light; make sure you save this as a new entity

For the windows (this could go for lamps too):
1. open the material in the materials editor and delete the illumination layer
2. save it under a new name
3. apply it to the model using this tutorial
4. save the model under a NEW NAME
5. use this model instead; be sure to include it in your CS folder when you release it or people will get some rather weird effects (like missing walls)

Let me know which one worked best for you! Big Grin

[Image: quote_by_rueppells_fox-d9ciupp.png]
(This post was last modified: 11-17-2015, 08:12 PM by CarnivorousJelly.)
11-17-2015, 08:11 PM
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