Maybe adjust the HDR shader response so that it is easy to get bright from some lights but very hard to saturate?
Be aware that dark forests/caves are only a problem for living beings. If you are in a power suit or driving any sort of high tech StarCraft equipment it would come with night vision, radar and other sensors so one could expect terrain to be clearly visible.
Generally for a dark area you would want to reduce real brightness about 10-100 times (still visible but considerably darker, like evening vs midday brightness) and then alter the shaders so that emmisive and other lights are 10-100 times brighter. Be aware that real brightness maps to pixel brightness with a gamma like function that is part of sRGB standard and StarCraft II uses HDR to perform gamma correction so it might needs some calculations to get this approximately right.
Be aware that dark forests/caves are only a problem for living beings. If you are in a power suit or driving any sort of high tech StarCraft equipment it would come with night vision, radar and other sensors so one could expect terrain to be clearly visible.
The units are just like armed civilians so something like a small flashlight is what i'm hoping for or i'd settle for like a torch sorta light buuuuuuuuuuuuuuut i wouldn't worry now i've got a kind of fix it's shoddy but it'll do until i work out something better.
Basically my solutions is give infantry a smaller light which is also a softer colour so that it's not so 'bright'.
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If it is not it will be applying your event action to the actor triggering the response and not the actor creating it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Maybe adjust the HDR shader response so that it is easy to get bright from some lights but very hard to saturate?
Be aware that dark forests/caves are only a problem for living beings. If you are in a power suit or driving any sort of high tech StarCraft equipment it would come with night vision, radar and other sensors so one could expect terrain to be clearly visible.
Generally for a dark area you would want to reduce real brightness about 10-100 times (still visible but considerably darker, like evening vs midday brightness) and then alter the shaders so that emmisive and other lights are 10-100 times brighter. Be aware that real brightness maps to pixel brightness with a gamma like function that is part of sRGB standard and StarCraft II uses HDR to perform gamma correction so it might needs some calculations to get this approximately right.