Jump to content

19 posts in this topic Last Reply

Highlighted Posts

  • Original Poster
  • Posted:
    Last Online:  
     

    I think it's definitely something we have to get used to. I think it works really really well for convential windows and doors, but if you go more fancy you'll start noticing some artifacts similar to unsmooth specularity.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I know how to create custom light props. Maybe we can add that information.

    • Like 3

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    That would be awesome info yeah!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I know how to create custom light props. Maybe we can add that information.

    That would be useful! Especially because I already have lights on my WTC, so I had to stick these weird light props on the plaza lamps, looks odd. They're hidden mostly from above, but yeah. Something that's either a custom light prop with the whole fixture, or a light prop that can be placed that has a nearly invisible model so I can add lights to fixtures that are part of the model.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I know how to create custom light props. Maybe we can add that information.

    Really? So we can make custom light prop using custom colors that will only show up during night? If so that would be fantastic! Please let me know how to do it. :)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    You are bright :)


      Edited by Atys'  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I used only one windows to texture some of my buildings. Does it means that all the windows will be lit or unlit, with the same intensity ?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

     

    I used only one windows to texture some of my buildings. Does it means that all the windows will be lit or unlit, with the same intensity ?

    Pretty much. You need atleast 4 different textures for windows to get some difference.


      Edited by Darf  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Pretty much. You need atleast 4 different textures for windows to get some difference.

    Oh GOD why... all my buildings will looks really odd !!! Is there a way to improve this ? I dont want, and wont texture again all the buildings I did. What do you mean by "for different textures" : for different " light areas " ? Do you have a illumination map of one of your buildings ?

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Sure, but I'm afraid it's not what'd you want to see. I would suggest you only light up the shopping windows of your windows, don't you use a seperate texture for those?

     

    Puckbuilding_i.thumb.jpg.af3dc4e0423cb2aBoyardCondictBuilding_i.thumb.jpg.d9b44d

    Here's the result of lighting up those, looks quite realistic.

    2015-09-25_00005.thumb.jpg.f9f8cfebcbbf8


      Edited by Darf  
    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Thanks Darf. The shopping windows... at night ? :D In winter maybe... :D


     Am I the only one wich use only one or two windows for small buildings ? ... I'm quite sure I saw a few diffuse map wich will have the same "problem". I create my models, I dont want to use facades-photos to texture my buildings :(

    I will try to find space on my diffuse map and duplicate existing windows. It's a really bad news. :(

     


      Edited by Attercap  

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Looks like we are stuck with the default light props.

    Here are my findings:

    You can create completely custom light effects with mod tools, but it is NOT possible to save a prop with applied effects. CO did not implement that (It would have been 10 lines of code for them!!!).

    Here are the 2 mod tools scripts which I created for it: https://gist.github.com/boformer/1ede360cc0531eff5f07

    The only way to get the light props into the game: Create a mod that saves the light effect information in a separate (xml) file, then remove the effect for successful saving. When a player loads the game, read the file and create/apply the custom light effects again. Drawback: The player has to install the mod, or the assets will appear without custom lights.

    There are many things which can be modified: Light type (point, spot, ...), Color, Intensity, Range, Spot Angle, Spot Leaking, Blink type, position and direction in prop... You can even put multiple light effects into one prop (like a row of lights, a fountain illuminated from 4 sides).

    DHLcVSw.jpg

    bW9TD6l.jpg

    Ia9fEZO.jpg

    mxNdyL9.jpg

     


      Edited by boformer  
    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Go ahead and suggest it. I'm not really interested in it :D

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Looks like we are stuck with the default light props.

    Here are my findings:

    You can create completely custom light effects with mod tools, but it is NOT possible to save a prop with applied effects. CO did not implement that (It would have been 10 lines of code for them!!!).

    Here are the 2 mod tools scripts which I created for it: https://gist.github.com/boformer/1ede360cc0531eff5f07

    The only way to get the light props into the game: Create a mod that saves the light effect information in a separate (xml) file, then remove the effect for successful saving. When a player loads the game, read the file and create/apply the custom light effects again. Drawback: The player has to install the mod, or the assets will appear without custom lights.

    There are many things which can be modified: Light type (point, spot, ...), Color, Intensity, Range, Spot Angle, Spot Leaking, Blink type, position and direction in prop... You can even put multiple light effects into one prop (like a row of lights, a fountain illuminated from 4 sides).

    DHLcVSw.jpg

    bW9TD6l.jpg

    Ia9fEZO.jpg

    mxNdyL9.jpg

     

    That's some hogwash.  Looks like that's why my question didn't get answered during the AMA a few days ago even though a few dev's so it and said they'd check.  Thanks for looking into this Boformer, it's really cool dudes like you help the rest out by looking into stuff you're not even interested in doing yourself.  :)  Thanks!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Just posted the information that Boformer posted over at the Official Forums and Reddit Modders. Please people, Show your Support and comment on Official Forums!! Im gonna post on the main reddit in the morning when it can get more traction.

    https://forum.paradoxplaza.com/forum/index.php?threads/10-lines-of-code-to-be-able-to-save-custom-light-props-please.883723/

    Modders Reddit Page

    https://www.reddit.com/r/CitiesSkylinesModding/comments/3mfk4m/show_your_support_for_custom_light_props_already/


      Edited by Shroomblaze  
    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Hi there, I'm trying to do a nice illumination map to get some variety on my skyscraper at night, and I'm running into some issues. I've read your guide, @GCVos and it was extremely helpful, so thank you for that.

     

    The system seems buggy. The more I look at CO buildings, the more I see them behaving in ways that I don't think they should. Often times, a CO building that looks like it is mapped for nice night illumination patterns will be either FULL ON or FULL OFF. I can understand how FULL OFF could look nice sometimes and add some variety to the overall look of the game, but FULL ON just looks terrible in almost all situations and seems like a bug. I'm not just talking about FULL ON for illumination map areas that have random seeds, but FULL ON for everything between 128-255, including the 192 value, which to my understanding, should always be off.

     

    edit: nvm all that, I was confused. I still hold to the opinion that the buildings look bad when all of their lights are on, which seems to happen quite often.

     

     

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    3 hours ago, AmiPolizeiFunk said:

    Hi there, I'm trying to do a nice illumination map to get some variety on my skyscraper at night, and I'm running into some issues. I've read your guide, @GCVos and it was extremely helpful, so thank you for that.

     

    The system seems buggy. The more I look at CO buildings, the more I see them behaving in ways that I don't think they should. Often times, a CO building that looks like it is mapped for nice night illumination patterns will be either FULL ON or FULL OFF. I can understand how FULL OFF could look nice sometimes and add some variety to the overall look of the game, but FULL ON just looks terrible in almost all situations and seems like a bug. I'm not just talking about FULL ON for illumination map areas that have random seeds, but FULL ON for everything between 128-255, including the 192 value, which to my understanding, should always be off.

     

    Have others noticed this? Or do I maybe have some mod conflicts or local bugs happening?

     

     

    Lot's of buildings are not modelled with an illumination map in mind. The ones that are, are usually pretty badly done. Some even have illumination stuff where no illumination should have been. The system is not buggy, there's just bad illum maps on standard building. A good map looks something like this:

    Chicago Building_i.jpg

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    @DarfWhy do your windows look beveled in that example illumination map? What does that do?

     

    So from my understanding, RGB 0-120 = lights always on all day long. And 128-255 = random on at night. Is that right?

     

    Is there a value that you can use to make a light always & only come on at night?

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections