Realistic-looking darkness?

CHGhost

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I found a realistic-looking darkness while playing a map on WC3:TFT the other day, and I was just wondering if anyone knows how to do it/knows how to get relatively close to it/knows an existing tutorial for it?

Here's some things that I have looked into about this "darkness":

1. It's not fade filter.
2. It's not a terrain fog.
3. It's not a weather effect.
4. It can be added/removed via triggers.
5. Lighting (torches, lamps, etc.) in this darkness works just like in any other WC3 nighttime.
6. It's not anything related to "black mask" or "fog of war".
7. It can't be anything related to the "Custom Light Environment" in Scenario > Map Options.

I'll try to add more info if you'd like.

Thanks in advance.

(Below are some screenshots of what I'm talking about.)



 

MurderMode

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check out this guys creation on the hive here. It's a lighting and texture package and it contains a file that removes the ambient lighting from the world editor, allowing you to create your own darkness. Haven't tried it myself, but it sounds like what you are after
 

CHGhost

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check out this guys creation on the hive here. It's a lighting and texture package and it contains a file that removes the ambient lighting from the world editor, allowing you to create your own darkness. Haven't tried it myself, but it sounds like what you are after

Never mind. >_>
 

Varine

And as the moon rises, we shall prepare for war
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Post the map up and I'll have a look at it.
 

WindexIsBack

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Hello CH; I know exactly what you're talking about.

The mega upload will give you a model package that includes alot of modern-time models.
Inside the package you'll also get an 'Envrioment.rar" that allows total blackness in the editor.
In the map, you'll get the script
call SetDayNightModels("","")
Which removes the lighting. I do not know how to get lighting back however!
http://www.megaupload.com/?d=MUTNQR5O


This link will give you the ability to hide lights; which I forgot to add in the model package.
http://www.hiveworkshop.com/forums/f202/lighting-modern-objects-model-package-92836/#post762495

I also have a thread here!
http://www.thehelper.net/forums/showthread.php?t=100074
 

CHGhost

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Hello CH; I know exactly what you're talking about.

The mega upload will give you a model package that includes alot of modern-time models.
Inside the package you'll also get an 'Envrioment.rar" that allows total blackness in the editor.
In the map, you'll get the script
call SetDayNightModels("","")
Which removes the lighting. I do not know how to get lighting back however!
http://www.megaupload.com/?d=MUTNQR5O


This link will give you the ability to hide lights; which I forgot to add in the model package.
http://www.hiveworkshop.com/forums/f202/lighting-modern-objects-model-package-92836/#post762495

I also have a thread here!
http://www.thehelper.net/forums/showthread.php?t=100074

Awesome, this helps a lot! Thanks. :D

Now, all I really need now is a way to reverse it out of darkness. :banghead:

Anyone got any ideas?
 

Hero

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Awesome, this helps a lot! Thanks. :D

Now, all I really need now is a way to reverse it out of darkness. :banghead:

Anyone got any ideas?

It doesn't seem possible unless you can call SetDayNightModels("","") again.

However changing the effects will cause lag depending on the map size. To make it bright you could try to make a huge lightsource that is able to cover the entire map and make it invisible to the players.
 

Varine

And as the moon rises, we shall prepare for war
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The map is protected, which is why I'm here asking. >_>

Unless you want to see it in game play?

It was mostly to see it in gameplay. And deprotecting it wouldn't be too hard of a project if I wanted to see what the inside was like. But it looks like it's been figured it out, so nevermind.
 

CHGhost

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NullCurrent

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Yep, that was me who asked that. funny how things travel.
By the way, I created some omni lights, such as:
large, medium, small
I also have some that give off a purple glow. Ill post em when I have time.
 

Varine

And as the moon rises, we shall prepare for war
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How do you get it to work inside the actual map?
 

Varine

And as the moon rises, we shall prepare for war
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What do you mean?

Like to get the darkness working in the map?

Yeah, I've never seen this one before. Does it work when you're running the game or just in the World Editor?
 

CHGhost

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Yeah, I've never seen this one before. Does it work when you're running the game or just in the World Editor?

It can be visible when running the game or in WE.

But, it depends on how you have your triggers set up.

The example I looked off of had his custom script (in Trigger Editor) placed in the custom script code in that first thing on the trigger list (the (file) name of your map). His script allowed the darkness to be visible in WE, apparently.

Here's the GUI trigger. If you do it in GUI you (probably) have to run the game to see it.

Here's an example.

Code:
Dark
    Events
        Map initialization
    Conditions
    Actions
        Custom script:   call SetDayNightModels("","")
 

WindexIsBack

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Yeah, I've never seen this one before. Does it work when you're running the game or just in the World Editor?

The script won't run in the World Editor.

However my model package includes a modified lighting enviroment that removes the ambient lighting; thus giving you total blackness inside of it.
 

Lionhearte

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The script won't run in the World Editor.
However my model package includes a modified lighting enviroment that removes the ambient lighting; thus giving you total blackness inside of it.
Is that the "environment" folder that's included with it?
I put that inside my War3 Directory but it isn't showing up in the WE, am I doing something wrong? D:
 
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