Light Intensity
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Sorry for the gravedig on this but was wondering if anyone had messed with different coloured suns?
I was specifically looking for a red sun, a proper one and came up with this, based on the information above.
Required new entries in stararch to achieve the desired effect
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StarTrader wrote:
But, as in conformity with other cases of DA’s individualistic programmers, this particular guy or team who designed this part of the game decided to set the colour range from 0 to 1.0 for each value, instead of the range 0 to 255 for each value.
And as it happens it agrees with the method of floats used for Ec, Oc, with the RGBA (RGB & Alpha) values in the materials in cmp and mat files if you remember.
Kodak colour…
A notation for colours developed by kodak, rgb in 3 floats, or rgb + intensity as 4 floats, range 0.0-1.0, commonly found in a range of 3d rendering apps
sometimes abreviated as kd (kodak diffuse colour), ka (kodak ambient colour, and ks (kodak specular colour), it’s a 3d CGI industry standard…
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Sizer wrote:
Do you EVER check post dates? Ever?Yes, every time…
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Sizer wrote:
and yet you continue to necro. fantastic.So you think that if a piece of information relevant to a topic isnt available within a fashionably short space of time, it should never be posted?
“Hey guys, does anyone know how to…”
“nope not yet…”
“Well thels forget this modding topic for all time then or Somebody will accuse us of being necro…”Try and stay on topic huh…
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So when you post something that isn’t just HEY LOOK WHAT I KNOW, and can be found out with a five second google search, lemme know. I’ll be there with cake.
EDIT: And just to note, considering the companies involved, and the state of standards at the time, its more likely that this is either an in house derivation of CIE 1931 or the vastly more common sRGB, not Kodak’s derivation (which happens to be rather inefficient)
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Sizer wrote:
So when you post something that isn’t just HEY LOOK WHAT I KNOW, and can be found out with a five second google search, lemme know. I’ll be there with cake.EDIT: And just to note, considering the companies involved, and the state of standards at the time, its more likely that this is either an in house derivation of CIE 1931 or the vastly more common sRGB, not Kodak’s derivation (which happens to be rather inefficient)
Ah… anything people dont know that YOU can find in a search engine is not a postable subject, thanks for clearing that up, so, should the whole modding community just sit and wait for your forthcoming book on everything, or can we participate in forum discussions amongst ourselves while we wait…
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well, what you COULD have done (and probably should have) instead of simply demonstrating how knowledgeable on the subject of color spaces you are, ya could have, ya know, demonstrated how to actually convert between standard 8-bit RGB and any of the decimal CIE1931 RGB gamuts this could be.
(WHICH, btw - General trick is to multiply your 0-1 value by 255, most color spaces function under that rule).
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Sizer wrote:
well, what you COULD have done (and probably should have) instead of simply demonstrating how knowledgeable on the subject of color spaces you are, ya could have, ya know, demonstrated how to actually convert between standard 8-bit RGB and any of the decimal CIE1931 RGB gamuts this could be.(WHICH, btw - General trick is to multiply your 0-1 value by 255, most color spaces function under that rule).
Hmm, elemetary grade maths, available in any school…
I didn’t bring cake…
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Kazinsal wrote:
Easy, fellas. No need to get all riled up…Anyways, I’m glad this thread was bumped. I’d like to know if multiple light sources count as dynamic lights, because if so, that kind of destroys an idea I had for Broken Bonds.
Probably, the limit for graphcs cards, and the directx/opengl software using them is for number of lights displayed, not on what they are used for.
The dynamic bit is just to describe the use for effects.
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Hmmm….
So what is it you want to know that we can try to help with?