Over here, we're using the 3D ML client - and lighting sucks. Big time.
It's pretty weird, because I remember it looked pretty good back then. Well, that was an older 3D client, actually.
Anyway, our problem is, even with dark nights "on" and "DARKLEVEL" (or whatever the name was)set to 20 it never gets REALLY dark plus, every lightsource (i kid you not) "burns" really bad. It looks as if candles were tiny nukes, for instance. Maybe I'll get you a screenshot later on.
Now, I tried pretty much every setting in the client but to no avail. It just looks bad, beyond description.
Now, I managed to get the 2d client to run (obviously, all I needed was the new Razor, while the 3d client needs the old razor oO) and I took at a look at the lighting. And damn this looks good with dark nights on!
It IS deep black in the darkest night, and you suddenly NEED lightsources. HOW PRETTY IS THAT?!?
Plus, if you actually USE those lightsources, guess what, they don't look like solid globs of white light, they look ... alright.
So my question is:
Any ideas how to tinker around my 3d client to get the lighting just as sexy as it is in 2d? Is there anything I can do to UOX to set the ... intensity of lightsources a bit on the weaker side? Right now the contrast is too high. Also, I suppose, getting the night darker than a lightlevel of 20 is probably not possible? Seeing that 20 in 2D is already pitch black.
Can you see the light? I can. AND IT BURNS.
Well, I tried the 2d client and it seems I have to set every lightsource dir by hand, because they all make light as if they were windows
Once I tackle that, we'll use the 2d client.
But there IS something fishy going on with the 3d client; I'm sure it doesn't really accept any particle density setting, and thats all. If I only knew how to actually make it notice its running with particle density = 10 all the time
Once I tackle that, we'll use the 2d client.
But there IS something fishy going on with the 3d client; I'm sure it doesn't really accept any particle density setting, and thats all. If I only knew how to actually make it notice its running with particle density = 10 all the time
PostPosted: Sat Feb 06, 2010 3:42 am Post subject:
Well, I tried the 2d client and it seems I have to set every lightsource dir by hand, because they all make light as if they were windows
I think that is your problem right there. Maybe the "burn/nuke" lighting is because the 3d client is trying to render "window" beams on the wrong lightsource.
Try changing the lightsource by hand and see if it fixes it in the 3d client.
I always had connection problems with the 3d client, that and the fact my guy looked like gumby running around with a nastly looking cloak turned me off.
I'd really like to try Kingdom Reborn though.
Good thought, but sadly, that's not it. First I tinkered aroudn with dir settings to see what i can see, and while just making the lightradius smaller alleviated the problem a bit, it still persists:
The "density" of the light is just too high.
And no matter what you do to the ... placeable lightsources: every spell that creates light is still TOTALLY out of whack. Put up a fire field and you'll see.
But thanks to Xuri, we can use the lightsources in 2D properly now, so that is one problem gone, but it still kind of ticks me off we can't get light in 3d to work. At least in 3rd Dawn the light worked alright, I would be very surprised if this had changed with ML (and on top of that - went unpatched for years).
I find it very puzzling.
The "density" of the light is just too high.
And no matter what you do to the ... placeable lightsources: every spell that creates light is still TOTALLY out of whack. Put up a fire field and you'll see.
But thanks to Xuri, we can use the lightsources in 2D properly now, so that is one problem gone, but it still kind of ticks me off we can't get light in 3d to work. At least in 3rd Dawn the light worked alright, I would be very surprised if this had changed with ML (and on top of that - went unpatched for years).
I find it very puzzling.