
Pdub wrote:All lighting files are in your sgsm directory. You can open them in notepad.
lit5on5.ubr - contains values for 5 on 5 play
litcz.ubr - contains values for create-a-player
litdunk.ubr - contains values for the dunk contest and the 3 point contest
If sweat is too bright, too dark, or not enough shows up, or too much shows up, there are two things you can change in the lighting file to get the sweat to display to the way you want - Skinspecular_#, and SkinSpecularPower_#(# represents the skin numbers 0-4)
<dataobject name="SkinDiffuse_0" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_0" type="Vector" value="{X=0.75000, Y=0.75000, Z=0.75000}" />
<dataobject name="SkinSpecularPower_0" type="Vector" value="{X=16.00000, Y=16.00000, Z=16.00000}" />
<dataobject name="SkinDiffuse_1" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_1" type="Vector" value="{X=0.75000, Y=0.7500, Z=0.7500}" />
<dataobject name="SkinSpecularPower_1" type="Vector" value="{X=16.00000, Y=16.00000, Z=16.00000}" />
<dataobject name="SkinDiffuse_2" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_2" type="Vector" value="{X=0.750000, Y=0.750000, Z=0.750000}" />
<dataobject name="SkinSpecularPower_2" type="Vector" value="{X=16.00000, Y=16.00000, Z=16.00000}" />
<dataobject name="SkinDiffuse_3" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_3" type="Vector" value="{X=0.7500, Y=0.7500, Z=0.7500}" />
<dataobject name="SkinSpecularPower_3" type="Vector" value="{X=16.00000, Y=16.00000, Z=16.00000}" />
<dataobject name="SkinDiffuse_4" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_4" type="Vector" value="{X=0.75000, Y=0.75000, Z=0.75000}" />
<dataobject name="SkinSpecularPower_4" type="Vector" value="{X=16.00000, Y=16.00000, Z=16.00000}" />
The X, Y, and Z are color values. X is red, Y is green, and Z is blue. If the numbers are all the same, the color will be desaturated from white at its brightest intensity, to black at its lowest intensity. If one of the values is more than the other, (x=1, y=.75, z=.75) than the shine will have a tint of color. I don't think this applies to "SkinSpecularPower_#".
To increase the brightness of the players sweat/shine, increase the values for skin_specular_#, decrease the values to darken the sweat/shine on players.
To increase the area of the shine, DECREASE the values after "SkinSpecularPower_#". The default is 16. Try a value of 12 or 8 to show more sweat on the body. To decrease the area, increase the values.
Edit: Here are more things from the lighting file and what they do.
Refer to this picture of Bibby for what part of the model is lighted.
<dataobject name="Colour0" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
Colour0 controls the light shining down on to the top of players, and the backboard. Anything facing towards the light is shaded with this value. In the Bibby pic it is colored red or sunburn. Increase for brighter, decrease for darker.
<dataobject name="Colour1" type="Vector" value="{X=0.500000, Y=0.40000, Z=0.30000}" />
Colour1 is the underside of players, which is facing away from light, and is green in the pic.
<dataobject name="Colour2" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
I really have no idea what this value effects.
<dataobject name="Colour3" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
This is the global specular value, it controls the color and intensity for shine on players and jerseys.
CameraSpace(0-3) controls the size of the area on the player, that the lighting effects. Each one is related to the color value(CameraSpace0 effects the area for Colour0 and so on)
LightBias(0-3) and LightScale(0-3), hard to explain exactly what they do, but they refer to the Colour(0-3) values.
AmbientColour is the overall brightness of the players. If you lower your Colour(0-3) values and the players look too dark, you can increase this a little bit.
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