POB lighting. Info requested.

levarrishawk

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Curious if anyone has made headway in tinkering with lighting on POB interiors.   Such as to make for example, a cantina interior considerably darker.   I've made a few attempts but the only thing that seems to change is the way the light interacts with my character and not the surroundings.
 

Sytner

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levarrishawk said:
Curious if anyone has made headway in tinkering with lighting on POB interiors.   Such as to make for example, a cantina interior considerably darker.   I've made a few attempts but the only thing that seems to change is the way the light interacts with my character and not the surroundings.
I haven't played with pobs in a long time but is that definitely what you should be editing or would it actually be better for you to edit the prebaked lighting the interior meshes contain?
 

levarrishawk

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Sytner said:
levarrishawk said:
Curious if anyone has made headway in tinkering with lighting on POB interiors.   Such as to make for example, a cantina interior considerably darker.   I've made a few attempts but the only thing that seems to change is the way the light interacts with my character and not the surroundings.
I haven't played with pobs in a long time but is that definitely what you should be editing or would it actually be better for you to edit the prebaked lighting the interior meshes contain?
Of course, why didn't I think of the mesh itself.
 

levarrishawk

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Halyn said:
Isn't it the LGHT chunk in the POB file? (I've seen it but never tried to manipulate it.)
That is what I was working at first, all I was able to do though is change how the light impacts my character for example.  If I changed the RGB values for example, I could make my character illuminated in purple, however nothing I change seemed to affect the POB itself in terms of lightness, darkness, or hue of the lighting.

Sytner is probably right that its baked into the mesh, unfortunately it doesn't look like those nodes / chunks are as easily manipulated. I hope I don't have to "legitimately" acquire a copy of 3dsmax just to do this.
 

Sytner

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If you did just want to make it darker then you could write a script to parse the vertices and multiply the color0 attribute by some x<1.
 

levarrishawk

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Ehh, I tried what I could think of, no joy on that. Not that it's important. I might revisit it someday though.
 

roman6

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umm I'm no expert at modding but Reshade/Sweetfx is pretty good for tinkering with shadows/contrast.

That might be the easier route for you.

Edit*

http://imgur.com/a/eUnka

Here are some examples. It does look a lot darker then stock.

AO is strengthened too which is quite nice
 

levarrishawk

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roman6 said:
umm I'm no expert at modding but ENB/Sweetfx is pretty good for tinkering with shadows/contrast.

That might be the easier route for you.
That would serve absolutely no purpose for what I am trying to accomplish.   Also sweetfx looks like garbage that has been rotting in the sun for a week.
 

roman6

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levarrishawk said:
roman6 said:
umm I'm no expert at modding but ENB/Sweetfx is pretty good for tinkering with shadows/contrast.

That might be the easier route for you.
That would serve absolutely no purpose for what I am trying to accomplish.   Also sweetfx looks like garbage that has been rotting in the sun for a week.

To everyone his taste. Was just a suggestion. I'm happy with it.
 
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