Bolshie Colt 15 Posted December 21, 2020 Share Posted December 21, 2020 Changing the <property name="ambientInsideThreshold" value=".2"/> value from ".2" to "1.0" inside the worlglobal.txt in data/config will completely remove any lightening and darkening effects when walking into POI's. <property name="ambientInsideThreshold" value="1.0"/> My other attempts at adjusting it to levels that looked more natural during the day caused it to be too bright when looking outside windows at night time. Like, walking inside a POI at night time caused the outside world to brighten. The last post got some views and responses so i thought i would share this as well. 2 1 Link to post Share on other sites
Crater Creator 416 Posted December 22, 2020 Share Posted December 22, 2020 (edited) That's Config/worldglobal.xml, for those that want to experiment themselves. I'm convinced this is a bug! It goes beyond being too much or too little. It's actually backwards. When you walk into a dark room, your pupils expand to let in more light. When you walk out into bright sunlight, your pupils contract to let in less light. That's how it's supposed to work. But in 7DtD, if you walk inside your virtual 'pupils' contract to make the dark darker, and if you walk outside your virtual pupils expand to make the bright brighter. Plenty of games use this eye adaptation effect, and it can look great, but this game has it set backwards. Here is an old bug report on this. I just haven't gotten around to formally re-submitting it. Edited December 22, 2020 by Crater Creator (see edit history) Link to post Share on other sites
faatal 1,493 Posted December 22, 2020 Share Posted December 22, 2020 The effect is not eye adaptation, which is a post processing screen effect. It is not about your eyes adjusting. It is about going into a dark house and it being dark. Ambient light from outside should not be brightening up a dark basement or mine shaft, so ambient is decreased when you go indoors. The old block darkening was buggy and slow, so it was disabled and replaced with the current system, which may or may not be what is in gold. Link to post Share on other sites
Jost Amman 328 Posted December 22, 2020 Share Posted December 22, 2020 (edited) 42 minutes ago, faatal said: The effect is not eye adaptation, which is a post processing screen effect. It is not about your eyes adjusting. It is about going into a dark house and it being dark. Ambient light from outside should not be brightening up a dark basement or mine shaft, so ambient is decreased when you go indoors. The old block darkening was buggy and slow, so it was disabled and replaced with the current system, which may or may not be what is in gold. I think that since apparently so many people hate it, it should at least be added as a new option before the game starts... just saying. I mean, like on/off... not saying we should go back to the old "slow" system. Edited December 22, 2020 by Jost Amman (see edit history) Link to post Share on other sites
Maharin 259 Posted December 22, 2020 Share Posted December 22, 2020 4 hours ago, Jost Amman said: I think that since apparently so many people hate it, it should at least be added as a new option before the game starts... just saying. I mean, like on/off... not saying we should go back to the old "slow" system. A few people on the forums complaining doesn't exactly compare to "many people". There are a LOT of people that play this game and never go to the forums. Just sayin'. Link to post Share on other sites
jdifran 10 Posted December 22, 2020 Share Posted December 22, 2020 5 hours ago, faatal said: The effect is not eye adaptation, which is a post processing screen effect. It is not about your eyes adjusting. It is about going into a dark house and it being dark. Ambient light from outside should not be brightening up a dark basement or mine shaft, so ambient is decreased when you go indoors. The old block darkening was buggy and slow, so it was disabled and replaced with the current system, which may or may not be what is in gold. How is "indoors" defined by the game? Is this something POI designers have to indicate, or does the game calculate what is considered indoors based on geometry? Do changes to POIs change this? Curious about whether expanding/modifying POIs or building my own base on open land creates new indoor areas. Link to post Share on other sites
n2n1 119 Posted December 22, 2020 Share Posted December 22, 2020 (edited) the isolation of the space is calculated automatically there is such a variable "_sheltered" which you can see by F3 Edited December 22, 2020 by n2n1 (see edit history) Link to post Share on other sites
faatal 1,493 Posted December 23, 2020 Share Posted December 23, 2020 12 hours ago, jdifran said: How is "indoors" defined by the game? Is this something POI designers have to indicate, or does the game calculate what is considered indoors based on geometry? Do changes to POIs change this? Curious about whether expanding/modifying POIs or building my own base on open land creates new indoor areas. It is calculated by scanning through neighboring blocks. That algorithm is old and actually something I'd like to look at and see if it can be improved, since the results don't seem that great. 1 Link to post Share on other sites
Liesel Weppen 241 Posted December 23, 2020 Share Posted December 23, 2020 1 hour ago, faatal said: It is calculated by scanning through neighboring blocks. That algorithm is old and actually something I'd like to look at and see if it can be improved, since the results don't seem that great. Good to know. It doesn't massively disturb me, but it looks often wired. I'd also expected it to be eye adaption, but in the wrong direction (what is would be actually a nice mechanic imho) but if you enter a building at ground floor with multiple windows, it becomes suddenly very dark. Ok, basement should be dark (low ambient light)... i understand it's hard to implement, but.... if it doesn't work, just leave it. I guess i should not ask for implementing raytracing to get it really working? 1 Link to post Share on other sites
Jost Amman 328 Posted December 23, 2020 Share Posted December 23, 2020 5 hours ago, faatal said: It is calculated by scanning through neighboring blocks. That algorithm is old and actually something I'd like to look at and see if it can be improved, since the results don't seem that great. If you do that I was thinking that you could maybe give different "ratings" to blocks around the player based on their position and distance. Floors (under the player) of course would have no impact on the lighting from the sun. Walls would be half as important and ceilings the most impacting. Link to post Share on other sites
meganoth 1,015 Posted December 23, 2020 Share Posted December 23, 2020 (edited) Is "_sheltered" a boolean or a numerical value? The former would explain the big fluktuations in lighting Edited December 23, 2020 by meganoth (see edit history) Link to post Share on other sites
n2n1 119 Posted December 23, 2020 Share Posted December 23, 2020 (edited) "_sheltered" - this is a numeric value, but the "ambientInsideThreshold" this is only threshold. Edited December 23, 2020 by n2n1 (see edit history) Link to post Share on other sites
meganoth 1,015 Posted December 23, 2020 Share Posted December 23, 2020 12 minutes ago, n2n1 said: "_sheltered" - this is a numeric value, but the "ambientInsideThreshold" this is only threshold. Thanks. Probably lighting would be more natural if there were more intermediate steps between inside and outside ambient light. Link to post Share on other sites
n2n1 119 Posted December 23, 2020 Share Posted December 23, 2020 Yes, but now it implemented simply - despite the hard threshold - the lighting changes smoothly. This is not the best variant, but it also works for the same task. Link to post Share on other sites
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