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Turok Games => Turok 2 Seeds of Evil => Turok 2 Seeds of Evil Modding/Mapping => Topic started by: DarkDefiler on February 08, 2020, 03:52:42 PM

Title: File For Ugly Dynamic "Glow" Effect?
Post by: DarkDefiler on February 08, 2020, 03:52:42 PM
What is the files that dictates how the dynamic glow looks for things like rockets and explosions and their colors?

I'm trying to make the remaster look more like the imo superior N64 version where the flashlight is blue, the explosion lighting is softer (instead of that sharp blue light circle for ALL explosion vfx) and set the correct ones to their corresponding weapon. Night Dive did good with the remaster but they ruined most of the sounds and visual effects.

Which file dictates these?

I wouldn't mind making the warp portals look less bright and instead softer like they used to be.

Photos of what I'm talking about:

Remaster:
(https://i.gyazo.com/48d4a43233968e3d49f8cc8fc31689b7.png)

I'm tired of the remaster looking so ugly. :(
Title: Re: File For Ugly Dynamic "Glow" Effect?
Post by: DoomMarine23 on February 08, 2020, 05:15:42 PM
Hi Defiler,

I'll look into this for you, and I'd suggest asking Behemoth Programmer as well.

You said there was multiple photos but only one loaded of the remaster.

Also, you said the sounds were ruined, what's wrong with them?

Title: Re: File For Ugly Dynamic "Glow" Effect?
Post by: DarkDefiler on February 08, 2020, 06:57:08 PM
Thanks for the reply, and hi!

I meant to post another screenshot but I couldn't snatch a good looking one of the scorpion rockets zooming by with their sharp blue lighting circle. Some sounds like when the Raptoids are dying are very high pitched and crunched. Also the Flare Gun's flare burning sound cuts out almost immediately after making contact with a surface. Those are the few that stick out in my mind. Something I was hoping to do was take audio form the original disc version of the game and port them over so they aren't so mismatched and high-pitched. The main issue I want to rectify of course is the ugly glowing lighting being so sharp and miscolored but in the end I hope to learn the modding for this game as I want to reconfigure the levels to how they were originally since some of the changes made i personally think make for a lesser experience.
Title: Re: File For Ugly Dynamic "Glow" Effect?
Post by: BehemothProgrammer on February 12, 2020, 05:21:52 PM
Yup they are ugly. The lights are from the particles. I'd suggest doing a find all in the particle directory for the word "light" and you'll find all the particles that use a light. There are alot. The particles will spawn a deferred light if bSpawnLight = 1. There are 5 other properties for lights: light_color, light_falloff, light_intensity, light_minTime, light_scale.

You'll be wanting to primarily change the light_falloff value here. values from 0.0 (No falloff. circle of light. Not what you want) to 1.0 (so soft the light falls out right away and doesn't effect anything). A value of 0.5 is usually what you want. And I'm noticing most of the values are set to 0.25 or lower, so there's the problem right there.

You can't change the flashlight unless you script your own flashlight actor that spawns a particle that spawns a light on the player(s) and follows them.

And there's many more sound issues. I fixed some of them for the coop mod. Example of one: 1 of the death animations for the raptoids play water splash sounds when they fall on surfaces of type "default".