Product Chat / Bright Solution?

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GubbyBlips
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Joined: 14th Jan 2019
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Posted: 8th Mar 2021 00:38
Notice: GG Classic.
Still looking for a solution to bright objects-- or to the fix of extra bright models.
I have dark rocks and can't have the lighting turned down deeply or the texture disappears.
I have bushes that are glowing much too bright! Some parts of some turn white in the sun,
while the shaded side is quite dark.

There's only the _N _D and _S settings and I'm willing to edit those (images with a little directions.
****Edit-- modified the ******_D images and it helped to a good extent, but it's still a bit
too shiny on the sun side. What should I try next?

;visualinfo
textured = ...boo_D.dds
effect = effectbank\reloaded\default_basic.fx
castshadow = 0
transparency = 6
cullmode = 1

If there was a manual/ Q+A collection I would look there. It seems like that is a very needed
staple for GG at this point. These questions keep coming up, but sometimes the answers are
not supplied. from 2019;

https://forum.game-guru.com/thread/221006
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synchromesh
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10
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Joined: 24th Jan 2014
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Posted: 8th Mar 2021 00:52
Quote: " These questions keep coming up, but sometimes the answers are not supplied."

Are these still old fpsc models packs you are referring to as in the thread you posted. " Warehouse Pack " ?
Many of us do not have or bother with them which is why there isnt many responses.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GubbyBlips
5
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Joined: 14th Jan 2019
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Posted: 8th Mar 2021 04:44
Store bought items. I think I will live with what I can manage, or I will move on to other items, or-
keep experimenting.
changing the _S part seems to have no effect whatsoever. I made it all black, I made it all white
I lightened the grey-- trying not to be racist- ya know! _N is blue, and I don't know what to do!
Anyone have a tip on the _N and _S functionality would be sweet.
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smallg
Community Leader
18
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Joined: 8th Dec 2005
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Posted: 8th Mar 2021 09:52
could it be the specular value in the editor properties? maybe see if that will make any difference?
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
windows 10
i5 @4ghz, 8gb ram, AMD R9 200 series , directx 11
GraPhiX
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Joined: 15th Feb 2005
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Posted: 8th Mar 2021 10:19 Edited at: 8th Mar 2021 10:24
Have you tried with pbroverride=1?

Also :
Quote: "If there was a manual/ Q+A collection I would look there. It seems like that is a very needed
staple for GG at this point. These questions keep coming up, but sometimes the answers are
not supplied. from 2019;"


There is a Help Manual https://forum.game-guru.com/thread/222335#msg2636335
If you feel as though something needs adding please post it there
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cybernescence
GameGuru Master
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Joined: 28th Jan 2013
Playing: Cogwheel Chronicles
Posted: 8th Mar 2021 11:31
effect = effectbank\reloaded\default_basic.fx

isn't a valid shader, so GGC will try and allocate one that is - it may be doing this incorrectly - so try explicitly allocating entity_basic.fx (for DNS only assets) or apbr_basic.fx if feeling experimental.

Cheers.
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GraPhiX
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Posted: 8th Mar 2021 11:36
@cybernescence good catch i did not see that
Welcome to the real world!
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Scanman
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Playing: Total War Saga: Troy, Amytric Pulse
Posted: 8th Mar 2021 13:31 Edited at: 8th Mar 2021 13:31
Hi, GubbyBlips.

From my experiments I concluded, that it is better NOT to use contrast color scheme for textures. Try to use something average: not too dark, not too bright. And if you have such scene try to adjust color of "wrong" texture to "your scheme". But even without editing on low level you can always solve the problem with standard settings. Check my video where i am trying to tweak colors of models along the color of environment objects. Hm, it is my normal practice... May be it will help you to find your way. There are two models in a level. One has normal body and "bright" head, and another has "bright" body and normal head. As you can see "Ambience" can set heads to almost black color but not bodies of characters...Also you can note that "Surface" does not ifluence surfaces of models at all. IMHO, bloom can increase contrast effect, and ambience can be used instead of brightness (within reasonable limits). Besides if it, bloom effect can be strongly reduced by "Fog intensity", which is IMHO strongly recommended on dark levels.

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GubbyBlips
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Posted: 8th Mar 2021 17:50
Oh man- oh man! Perfect now.
Thanks everyone. Thanks Scanman for the video- good info.
"@cybernescence good catch i did not see that" ... x 2

Seems like old shader references have this "effect". So for future, look at the shader, that should take care of it, and the other info is handy.
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