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external light brightness
Greets Community,
Quick Q:
In the model.cfg I can find the lights but where do you adjust the brightness?
Thanks
In the model_D92.cfg you'll find this:
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Source code
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[light_enh_2]
pos_x
pos_y
pos_z position
dir_x
dir_y
dir_z direction
up_x
up_y
up_z vector pointing up (if rotating = 2) or rotation axis (if rotating = 1)
omni 0 = directional light, 1 = omnidirectional light
rotating 0 = light effect will be directed to dir vector, 1 = light will rotate to user (around UP axis),
2 = light will rotate to user (around all axis)
r color
g color
b color
size meters
conesize_inner_angle degree, angle of inner cone (full brightness)
conesize_outer_angle degree, angle of outer cone (beginning of visibility)
fading_variable 0 = dark, 1 = normal, 2 = double, 0.5 = half brightness, if invalid, 1 will be constantly used
factor factor multiplied
z-offset offset of spot from position to user (if the light would
be inside of a solid object, you can make it visible
with this parameter; just set it e.g. two times of the
radius of the solid object.
parameters 0 = none
+ 1 = star
+ 2 = no fog effect
+ 4 = only effects
cone light will create cone effect (depends on fog and environmental brightness and only if it is no omnidirectional light)
timeconst time constant. It controls how much time the light will need to reach 63% of the illumination intensity
(or 27% in case of switch off)
bitmap effect texture (if "" then standard texture will be used)
enhanced light effect, only omnidirectional: (same as above, but with omni = 1 and rotating = 2 and dir and up vector only zeros)
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fading_variable it is. I haven't yet tried with other values than mentioned, but I suppose you can use any as long as it is valid.
OMSI MODERATOR SINCE MARCH 15TH 2012