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Author Topic: [RELEASE] Darker Nights 4.3.4 (+3.3.5) v1.3  (Read 38031 times)

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #30 on: May 12, 2014, 12:55:29 pm »
Quote from: "mariobox"
Thanks for this!

>Don't work on 4.0.6
It works on 4.0.6. Though why not just use 4.3.4?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Yuritsuki

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #31 on: May 23, 2014, 10:59:22 am »
I used it with my area edit for Elwynn. Some trees are bright. How can I fix it?
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #32 on: May 25, 2014, 10:41:53 am »
I haven't experienced that issue in Elwynn. Only in Grizzly Hills. Not exactly sure how to fix it but I think it requires hex editing the tree models to properly reflect the light... Or something...

I honestly don't think anyone has ever fixed that soo... Sorry I can't help ^_^
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Rangorn

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #33 on: May 25, 2014, 09:54:13 pm »
Really nice thanks for sharing this.

I've tried to make a custom patch, but my nights are really ugly and we can't see anything :(
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #34 on: May 29, 2014, 06:12:46 am »
h hya ha pardon, I'm drunk. Your nights are too dark smply  cuz you're using a dark hex color probably. But eithedr way it'd be best to just use my patch unless you wanna spend 100 hours making your own.
« Last Edit: May 29, 2014, 07:44:05 pm by Admin »

amberwell

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #35 on: May 29, 2014, 05:41:45 pm »
I've noticed that the original lighting is restored under different weather conditions. The darkness clears up when it rains at night, for example. This is on 3.3.5a, btw.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #36 on: May 29, 2014, 07:42:27 pm »
Ah yes, that happens to everyone. Weather for some reason changes the lighting to a predetermined setting regardless of the time of day. And because of that I don't think it's possible to fix it. Kind of a bummer, I know. But at least on Trinity you should have a command to change the weather.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Magnus

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #37 on: June 17, 2014, 06:57:13 pm »
Just tried this patch. Awesome work.

Indeed every weather except 100% sun destroys the darkness values by default ones.

This could be easily fixed if you change the weather.cpp in TC in that way that in the night is full sun by adding a time comparison.

However for me the night is too dark. It's nice for some RP special events and of course it's realistic. But for normal play (quests, leveling) I can't see the environment. I even can't find the way ^^.

Looking into the LightIntBand.dbc I'm asking myself if it is possible just to run an algorithm over the color fields to make a little bit less of darkness.

And why there are over 20k records in this file ?  o.o
« Last Edit: June 17, 2014, 07:07:37 pm by Admin »

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #38 on: June 17, 2014, 07:04:59 pm »
Quote from: "Magnus"
Looking into the LightIntBand.dbc I'm asking myself if it is possible just to run an algorithm over the color fields to make a little bit less of darkness.
Highly doubt it, considering that each zone has different settings ranging from different times of day to different colors and such. Each of these settings are very important to maintaining the atmosphere of each zone. I'm sure you could find some way to automate some of it, but I feel it would not be the same quality.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Magnus

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #39 on: June 17, 2014, 07:11:25 pm »
So you patched all values by hand ? Without any support by a script or something ?

Respect  :o

I hoped you may could have modified this script a little bit und made a mod of this mod ^^


Edit:
As I see the table is mainly split into 2 parts, on the left side the time columns, on the right side the color columns. By a script it should be possible to catch the night time variables only and modify them a little bit.

However, what I didn't understand at all is how the id is linked to a specific zone in light.dbc. In your file there are also much more records than in the original file.
And than there are some records with the value 0x5A0 in column 3. Don't understand the meaning of that.

My references:
http://www.pxr.dk/wowdev/wiki/index.php?title=Light.dbc
http://www.pxr.dk/wowdev/wiki/index.php ... ntBand.dbc
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #40 on: June 18, 2014, 03:41:35 am »
Yes I did do it all by hand, it took 100 hours. It was quite miserable, in fact. :P

Quote from: "Magnus"
In your file there are also much more records than in the original file.
Maybe it's because my mod is for Cataclysm, which has more zones, and therefore more light entries.

Also, 0x5A0 is 1440 in decimal. This means the time is set to noon (12:00 PM). 2880 is midnight.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

kojak488

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #41 on: June 20, 2014, 04:32:09 am »
Quote from: "Magnus"
However, what I didn't understand at all is how the id is linked to a specific zone in light.dbc. In your file there are also much more records than in the original file.

Perhaps you should try reading the links you posted?

Quote
To get the right ID out from .Light.dbc (skyParam) you need to calculate it the following way: idLightIntBand = lightEntry.skyParam * 18 - 17

Each "ID" from light.dbc is a set of 18 IDs from LightIntBand.dbc.
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Magnus

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #42 on: June 20, 2014, 08:47:59 am »
Thanks for the info. In the meantime I also had a little bit more time to read more of this stuff.

And may the following snippet helps somebody to prevent the problem with rain/snow/fog destroying the night effect. Just add it in the beginning of Weather::ReGenerate() in weather.cpp. So you will have sun weather in the night. (May adjust the time).

Code: [Select]
// night cycle if time between 21:00 and 6:00
    time_t curTime = time(NULL);
    tm localTm;
    ACE_OS::localtime_r(&curTime, &localTm);

if (localTm.tm_hour>=21 || localTm.tm_hour<=6)
{
TC_LOG_INFO("weather", "It's night time.");
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
return false;
}
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Milly

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #43 on: June 21, 2014, 04:37:06 am »
Quote from: "Magnus"
Code: [Select]
// night cycle if time between 21:00 and 6:00
    time_t curTime = time(NULL);
    tm localTm;
    ACE_OS::localtime_r(&curTime, &localTm);

if (localTm.tm_hour>=21 || localTm.tm_hour<=6)
{
TC_LOG_INFO("weather", "It's night time.");
m_type = WEATHER_TYPE_FINE;
m_grade = 0.0f;
return false;
}

Thanks Magnus, that's a pretty sweet idea :D
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megasus

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Re: [RELEASE] Darker Nights 4.3.4 (+3.3.5)
« Reply #44 on: June 23, 2014, 04:43:07 pm »
Wow, this is indeed very cool.

Good job! ;)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »