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led_ui [2021/12/04 21:13] – [Directional] hnegled_ui [2024/08/31 08:33] (current) – [Light Params] hneg
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   * **//Link ambient with color//**:\\ Tool specific feature, checking this box will make the Ambient sliders follow the Color sliders.   * **//Link ambient with color//**:\\ Tool specific feature, checking this box will make the Ambient sliders follow the Color sliders.
  
-  * **//Type//**:\\ Since game version 2.06 directional lights ("#lightreflector") are supported. With this you can select which type of light you want to create, **//point//** or **//directional//**.\\ Directional lights have their own settings in the [[todo|Directional]] leaf.+  * **//Type//**:\\ Since game version 2.06 directional lights ("#lightreflector") are supported. With this you can select which type of light you want to create, **//point//** or **//directional//**.\\ Directional lights have their own settings in the [[led_ui#directional|Directional]] leaf.
  
   * **//Intensity//**:\\ Light’s intensity, or brightness. The higher the value the brighter the light.   * **//Intensity//**:\\ Light’s intensity, or brightness. The higher the value the brighter the light.
  
   * **//Attenuation//**:\\ Light intensity drop-off over distance. Standard method of attenuation (1 / (constant + linear * dist + quadratic * dist * dist)). Start param means the distance (in meters) after which the attenuation starts to take effect (dist = distance – start). Unless you are familiar with whatever these calcs are based (and I am not) I’d say just see what happens when playing with the numbers.\\   * **//Attenuation//**:\\ Light intensity drop-off over distance. Standard method of attenuation (1 / (constant + linear * dist + quadratic * dist * dist)). Start param means the distance (in meters) after which the attenuation starts to take effect (dist = distance – start). Unless you are familiar with whatever these calcs are based (and I am not) I’d say just see what happens when playing with the numbers.\\
-    * **//Start//**: Distance from the light after which the light attenuation starts. In meters. +    * **//Start//**: Distance from the light after which the light attenuation starts. In meters.\\  Value can be unlimited, this parameter determines the range that the light source takes effect. Terrain environmental color will be bathed by ambient light color within the range and its covered objects will reflect the light color
-    * **//Constant//**: Constant attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist)) +    * **//Constant//**: Constant attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))\\ This parameter determines the brightness proportion of the light source, higher the number is, less the brightness will be, vice versa. Any minus value passed will be treated as 0 (100% brightness). 
-    * **//Linear//**: Linear attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist)) +    * **//Linear//**: Linear attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))\\ Effective range is from 0 ~ 100 (negative value will be treated as 0), this parameter determines the concentration of the light source, higher the number is, more will the light concentrate, vice versa. In other words, this parameter will turn the source into spotlight and sharpens its light circle border. 
-    * **//Quadratic//**: Quadratic attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))+    * **//Quadratic//**: Quadratic attenuation coef (1 / (constant + linear * dist + quadratic * dist * dist))\\  Value range unlimited, negative number will be treated as 0.\\ This parameter determines the range that the light source is visible and its visual presentation looks similar to linear. 0 means the maximum visible range. In further explanation, a less bright source can’t be seen out of the range on the land but still visible on the sea, and a bright enough source won’t be effected by the passed range which is still visible out of the range.
     * **//Hardlimit start//**: Optional, max distance hard limit start (start of fading of intensity to 0), in meters     * **//Hardlimit start//**: Optional, max distance hard limit start (start of fading of intensity to 0), in meters
     * **//Hardlimit end//**: Optional, max distance hard limit end (end of fading of intensity to 0) in meters     * **//Hardlimit end//**: Optional, max distance hard limit end (end of fading of intensity to 0) in meters
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 Since game version 2.06 it's possible to define directional lights. Since game version 2.06 it's possible to define directional lights.
-In the Basic Params leaf you can select whether the light emitter type is point or directional. Selecting directional allows to to use this Directional Leaf to set the "light cone" parameters.+In the [[led_ui#light_params|Light Params]] leaf you can select whether the light emitter type is point or directional. Selecting directional allows to to use this **//Directional Leaf//** to set the "light cone" parameters.
  
 At the time of writing this there's not much information available about these yet. So this may contain erroneous info.. At the time of writing this there's not much information available about these yet. So this may contain erroneous info..
 +
 +You can rotate the light in 3D using the Eden //Rotation Widget// or in 2D by holding down ``SHIFT`` and dragging the direction arrow from the emitter (press and hold left mouse over the emitter and move the mouse, like with any Eden entity).
  
   * **//Outer Angle//**:\\ Basically there are two "layers" of the light cone on top of each other, outer and inner. This defines the outer angle which is softer. If outer angle is smaller than inner angle the light cone has sharp edges and if the outer angle is larger than inner angle the edges are soft.   * **//Outer Angle//**:\\ Basically there are two "layers" of the light cone on top of each other, outer and inner. This defines the outer angle which is softer. If outer angle is smaller than inner angle the light cone has sharp edges and if the outer angle is larger than inner angle the edges are soft.
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   * **//Fade Coef//**:\\ Affects the outer angle only. Defines how fast the soft edges of the light fade out.   * **//Fade Coef//**:\\ Affects the outer angle only. Defines how fast the soft edges of the light fade out.
  
-  * **//Volumetric shape//**:\\ Path to a model used for the "3D light cone" you can see for example on vehicle lights and such. There literally no info at all about this out yet.+  ** **//Volumetric shape//**:\\ Path to a model used for the "3D light cone" you can see for example on vehicle lights and such. The game comes with these shapes but for some reason they do not function correctly with this as they're basically inverted so the origin of the cone is away from the emitter towards where the emitted light is pointing, and the shape is pointing at the emitter. There is no information on how to make custom shapes yet. 
 +  .. Here's for example is how using the "a3\data_f\VolumeLight_searchLight.p3d" looks like: 
 +  .. {{:light_shape_001.png|}} 
 +  .. Note how the beam is coming from the sky towards the emitter although it should originate at the emitter and point to the sky.\\ However, for example "a3\data_f\VolumeLightFlashlight.p3d" works correctly, it's just really faint.\\ Here's a list of the vanilla shapes: 
 +    * "a3\data_f\VolumeLight.p3d" 
 +    * "a3\data_f\VolumeLight_searchLight.p3d" 
 +    * "a3\data_f\VolumeLight_searchLightSmall.p3d" 
 +    * "a3\data_f\VolumeLightCar.p3d" 
 +    * "a3\data_f\VolumeLightFlashlight.p3d"
  
-  * **//Shape scale//**:\\ Size vector of the volumetric shape, not known if it's in meters or coef or what. Datatype is array (of numbers): [x, y, z]+  * **//Shape scale//**:\\ Size vector of the volumetric shape, not known if it's in meters or coef or what.\\ Note that when going too large with the size you will start hitting some model edges or something because the cone texture will cut-off abruptly.\\ Datatype is array (of numbers): [x, y, z]
 ===== Save Preset ===== ===== Save Preset =====
 {{:013_led_savepre.png|}} {{:013_led_savepre.png|}}
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   * **//Clear//**:\\ Pressing this button will clear all data from the export fields.   * **//Clear//**:\\ Pressing this button will clear all data from the export fields.
  
-  * **//Export Sqf/Cfg//**:\\ Pressing this button will export the parameters shown in the "export data fields" into the .rpt file and into the clipboard for pasting into a separate script/text file. The parameters are pasted exactly as they’re shown on the fields. By default exports in sqf format, holding down ``CTRL`` while pressing this button will export in config format.+  * **//Export Sqf/Cfg//**:\\ Pressing this button will export the parameters shown in the "export data fields" onto the clipboard for pasting into a separate script/text file. The parameters are pasted exactly as they’re shown on the fields. By default exports in sqf format, holding down ``CTRL`` while pressing this button will export in config format.
  
   * **//Export current only checkbox//**:\\ If this is checked the export button will export only the parameters shown on the fields, if it is unchecked export will export parameters for //all light emitters in the scenario//.   * **//Export current only checkbox//**:\\ If this is checked the export button will export only the parameters shown on the fields, if it is unchecked export will export parameters for //all light emitters in the scenario//.
led_ui.1638652383.txt.gz · Last modified: by hneg