Gamma Correction
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Eh? No, porting to DX9 is FAR, FAR more complex than just changing a number
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Damnit! Well I could only hope couldn’t I. I was reading something that said that often games are written with more than one table, one for each directx version it supports, something to do with compatibility with older graphics hardware I think. Seeing as you’re required to install dx9 to run the game I was hoping they might have had it in there somewhere. It’s easy enough to point it at directx9 it would seem, it just doesn’t have support for it then.
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I can read some bytes directly (for example: 68 00 00 80 3F is push 1.0f), but I use a customised PeRdr (attached somewhere) to generate a disassembly listing (not like my Z80 days, which I could just about disassemble in my head). The resource files (like resources.dll containing the options and nameresources.dll containing names for everything) are here (FRC format, so it’s quite easy to edit those).
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Damn, if you haven’t tried this gamma setting yet, you should take a look just out of interest. Fly into the badlands and you wish you could light a candle and stick it on the dashboard it’s so dark, the lightning is really effective all of a sudden, when you fly back out the sun just blinds the hell out of you for a few moments. Much better than bloom.
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though this does not exactly fit the topic but i recently thought of something to use in combination with this hack, which would look even better, in theory:
we all know, there are different channels for any material with every sort of rendering engine like FL has, too. what we are using mostly is a luminosity, transparency and diffuse channel while for the diffuse we mostly use a texture and for luminosity, too.
now, is it possible somehow to set a relative value to the diffuse channel? say, if you have a diffuse multiplier of 1.0, you see the texture like it diffuses the lights, if you have less, it is darker and if you have more than 1.0, the face diffuses even more light than it recieves. i saw what it looks like in lightwave, as i made moons with a diffuse of 130%. they really became shiny!
is there a way to make some like that in freelancer? even better it would be if there is an offset to setup a program-based diffuse multiplier so there wouldn’t be any need in editing every single material…
guess it’s the Dc channel, isn’t it?