Changeing the "color" of the darkness?

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Changeing the "color" of the darkness?

Postby SzGergo » Sat Oct 13, 2018 9:24 am

Hi,
i am totally layman when it comes to scripts, and have very little knowledge on how things work, so maybe it is not the best place to ask, but:
Is there a way to somehow change the color of the "darkness" (that is, how the lack of lighting normally represneted) from black to something else?
(the purpose of this would be to experiment fakeing some atmospheric fog by the using of simple lighting....)
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Re: Changeing the "color" of the darkness?

Postby papercoffee » Sat Oct 13, 2018 10:36 am

Do you mean in your map? Or general for every map?

For your map you don't need any uscript ...use the zone-lighting. set its brightness to 1 or 2 and give it a colour.
In my Northern Lights map did I use this to make the darkness of the night dark blue/purple.
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Re: Changeing the "color" of the darkness?

Postby PrinceOfFunky » Sat Oct 13, 2018 12:55 pm

That's the first step to realistic lighting, second step should be cylinder lights for sun light :D
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Re: Changeing the "color" of the darkness?

Postby SzGergo » Sat Oct 13, 2018 1:32 pm

papercoffee wrote:Do you mean in your map? Or general for every map?

For your map you don't need any uscript ...use the zone-lighting. set its brightness to 1 or 2 and give it a colour.
In my Northern Lights map did I use this to make the darkness of the night dark blue/purple.


In my map, or to be more particular, in a given zone.

Howver, simple AmbientLighting won't cut it, for it just generally adds some value to every part of ever lightmap, making everything visible.

What i really want is soemthing similar what you can normally do with the "ViewFog" parameters under ZoneLighting. However that simply just "tints" the players view, (not the actual textures on the faces, obviously), so it only takes effect if the player is in that particular Zone.

What i am looking for, is if there a way to somehow modulate the textures / lightmaps in a Zone.
(So this has something to do how the actual stuff is rendered to begin with... but Is this accessible via some simple, or not so simple scripting, or it is just encapsulated deep in the engine, and that is that?)
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Re: Changeing the "color" of the darkness?

Postby JackGriffin » Sat Oct 13, 2018 3:06 pm

It's for the 227 Unreal update but there is a non-light actor. Think of it as a negative light, you can use it to place darkness. The effect is quite unsettling when done correctly and would be just what you needed for this. Sadly, it won't work in UT. Still you can do some changes by adding a very low saturation color to a zone actor and use a very low brightness. This will give a gentle nudge to the dark color.
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Re: Changeing the "color" of the darkness?

Postby PrinceOfFunky » Sat Oct 13, 2018 6:05 pm

SzGergo wrote:What i am looking for, is if there a way to somehow modulate the textures / lightmaps in a Zone.
(So this has something to do how the actual stuff is rendered to begin with... but Is this accessible via some simple, or not so simple scripting, or it is just encapsulated deep in the engine, and that is that?)

I think you can put a solid modulated color overlay with the HUD.
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Re: Changeing the "color" of the darkness?

Postby SzGergo » Sat May 18, 2019 4:06 pm

JackGriffin wrote:It's for the 227 Unreal update but there is a non-light actor. Think of it as a negative light, you can use it to place darkness. The effect is quite unsettling when done correctly and would be just what you needed for this. Sadly, it won't work in UT. Still you can do some changes by adding a very low saturation color to a zone actor and use a very low brightness. This will give a gentle nudge to the dark color.


Oh, that would be my other question!

I wanted to have an "antilgiht" actor so badly.
Basically the same thing as a normal light, but it would have a negative lighting value.
So is such thing not possible in UT?
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Re: Changeing the "color" of the darkness?

Postby Iacobus » Sun May 19, 2019 1:07 am

SzGergo wrote:Is there a way to somehow change the color of the "darkness" (that is, how the lack of lighting normally represneted) from black to something else?

SzGergo wrote:...the purpose of this would be to experiment fakeing some atmospheric fog by the using of simple lighting....)


It sounds like you're talking about volumetric lighting:

fogzoneoff_1.jpg


fogzoneedit_1.jpg


fogzoneon_1.jpg
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Re: Changeing the "color" of the darkness?

Postby JackGriffin » Sun May 19, 2019 3:38 pm

SzGergo wrote:Basically the same thing as a normal light, but it would have a negative lighting value.
So is such thing not possible in UT?

Short answer: no.
Not so short answer: Getting this in 227 required changes to the core that only Smirf has access to do. It's not possible to be done that way in UT. It's a shame too because visually it's a very cool effect. You can make a spinning black hole in the center of a room that looks amazing. It's like the light is getting sucked in.
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Re: Changeing the "color" of the darkness?

Postby sektor2111 » Mon May 20, 2019 5:40 am

In UT I got this - apology but I do not have so much Level-Design skill...
MH-A_Test_Level_7.png
As far as I know Dark is always Black but... might be not really dark and having a bit of red tendency...
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Re: Changeing the "color" of the darkness?

Postby papercoffee » Mon May 20, 2019 6:55 pm

sektor2111 wrote:As far as I know Dark is always Black but... might be not really dark and having a bit of red tendency...

Nope ...shades have always the complimentary colour of the light-source.
Yellow lights creates blueish tinted shades, red lights greenish one etc.
It has to do with how light works.
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Re: Changeing the "color" of the darkness?

Postby SzGergo » Sat May 25, 2019 11:52 pm

Iacobus wrote:
SzGergo wrote:Is there a way to somehow change the color of the "darkness" (that is, how the lack of lighting normally represneted) from black to something else?

SzGergo wrote:...the purpose of this would be to experiment fakeing some atmospheric fog by the using of simple lighting....)


It sounds like you're talking about volumetric lighting:


As far as i know, volumetric lighting is generally tend to be disabled. (Guess that's because it is very-very resource demanding)
If the "darkness" could be set exchanged with some othr color (eg light grey), then distant atmospheric fog could be mimicked very nicely using only super cheap regular lighting.
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