So you guys may already have noticed my other thread. I'm no longer posting about a discovery, rather a WIP.

Oh, and this time I brought screenies for all your greedy, greedy little eyes wink.gif

After toying around with the [LightAttenuation] settings in Morrowind.ini for a few days, I found that many effects can be created. And given different tastes that people may have, I don't believe there is any one "perfect" combination. As such I will be compiling a mod with several different settings to choose from, and package these tweaks in Wyre Mash .mit format.

Heres a few comparison shots of the defaults to one of my more favorite settings:

Heres the Foreign Quarter Sewers, with my INI tweaks and TLM - Complete
Gamma is off in this one, but that's how it looks with the default light settings and no lighting mods
Heres a zoomed closeup of the orc, backlit by the torch
Heres another closeup of that ugly fetcher, this time with just the tweaks and no lighting mods


Miscelaneous Stuff on a Table - Also shows off several of Qarl's replacer mods
Heres what is used to look like

Nice shot of the Balmora Mage's Guild
And how it used to look

Vivec Foreign Quarter Upper Waistworks - Food Shop
And here's Bethsoft's original

And a few more shots showing off the new lighting possible:

I thought this shot was rather interesting
Mebestian Ence's Shop in Pelagiad

And a few MORE shots showing off various graphical glitches I ran into with base Morrowind and MGE:

I COC'd into Vivec and this is what my console looked like
Another shot... it actually looks pretty cool like that, doesn't it?
Lighting Seam - My Tweaks didn't cause this, it happens anyways. I just never really noticed before

No new settings this time tho. I'll keep you all abreast of my progress and show you some screenies.

And if you couldn't tell by the screenshots, no... you will not need a monster PC to run this. I'm constantly getting 10fps indoors WITHOUT any mods or tweaks... my graphics card is very very low end.

Okay okay... I'll post my latest tweak. It splits the difference between the quadratic ideal and morrowind's default lighting scheme. I think it looks rather good, myself:

CODE
UseConstant=1
ConstantValue=0.318

UseLinear=1
LinearMethod=1
LinearValue=0.1
LinearRadiusMult=0.618

UseQuadratic=1
QuadraticMethod=2
QuadraticValue=1.618
QuadraticRadiusMult=0.839

OutQuadInLin=0


That's right, it uses all three types of lighting simultaneously. It took alot of tweaking to get it to look just right. All that UseLinear does in this is to keep the light around the zero-point from being too "soft", as it was when just using Constant and Quadratic lighting.

Also, this may or may not break the sun's glare fader (how your vision washes out when staring at the sun). I say "may or may not" because even with the lighting settings set back to BEthesda's original values, I STILL can't get the sun to glare my vision... I suspect mod corruption personally.
Thank you for the great lighting tweaks.

BTW, does the console etc... look like that all the time. It's pretty damn cool.
Nice.
The console looks pretty cool.

Well done on the great work.

Edit: What icon mods are you using in?
QUOTE(Jeoshua @ Dec 13 2006, 07:10 PM) *


Lighting Seam - My Tweaks didn't cause this, it happens anyways. I just never really noticed before



I have seen that before but didn't know what caused it. Nice Pics.
QUOTE(ginge13 @ Dec 13 2006, 07:17 PM) *
Thank you for the great lighting tweaks.

BTW, does the console etc... look like that all the time. It's pretty damn cool.


No, it doesn't. It was just a glitch from the lighting fix in MGE that happened when the bottom of my console coincided with the ordinator's shinyness. It stayed put until I turned off the lighting fix. Actually I should ask Timeslip if it's possible to have that happen intentionally, it does look trés cool biggrin.gif
OH and I think I should mention, of course, that your game won't look this good (if you indeed think it looks good), unless you also install the following mods:

The Lighting Mod - Modular Version : This is almost essential!!
* TLM - Ambient Light and Fog Update.esp (Kills the ambient light)
* TLM - Light Sources (Clearer Lighting).esp (Tweaks the light's colors so they don't green as much)
* TLM - Light Sources (Lanterns).esp (Gives torches and lanterns more duration and adds a night eye effect to them. I stripped off the scripts cause I have an aversion to ambient light wink.gif)

Qarl's Replacer Mods
* ALL OF THEM!

Some High Res Texture Pack
* Visual Packs + Visual Pack XT (Very realistic, high res, runs very quick due to DDS mip-mapping)
* Darker Morrowind (For those with darker tastes. Very High res, requires a beast of a machine)
* Vibrant Morrowind (Bright and shiny, for those with more "refined" tastes)
* Mixed Textures (For those who like them all)

As far as the tweak package I promised, I'll be making three versions, each one optimized for a specific lighting theme:

Realism:
The one I'm currently working on. It will stay close to Bethesda's original values only in spirit, making everything look that much better than Bethesda intended while still keeping the same feel.

Mood:
Brighter around zero point, quicker falloff. This makes lights carry much shorter distances, makes Torches ineffective against the inky black of the night, and generally makes everything more shadowy. This will go well with Darker Morrowind... tho the tweak included already does a fine job of making the lighting very sharp and dark. I'll see if I can improve on it, tho.

Softer:
A more gentle curve for use with bright color schemes. This will use only quadratic and constant values, leading to nice soft halos around most of the lights. Light will travel long distances, so even a candle could brighten up a room very well. (I've already released the tweak for this in my first topic, but I'll package it up for easy consumption since Spirited likes it so biggrin.gif)
QUOTE(Jeoshua @ Dec 13 2006, 05:04 PM) *

OH and I think I should mention, of course, that your game won't look this good (if you indeed think it looks good), unless you also install the following mods:

The Lighting Mod - Modular Version : This is almost essential!!
* TLM - Ambient Light and Fog Update.esp (Kills the ambient light)
* TLM - Light Sources (Clearer Lighting).esp (Tweaks the light's colors so they don't green as much)
* TLM - Light Sources (Lanterns).esp (Gives torches and lanterns more duration and adds a night eye effect to them. I stripped off the scripts cause I have an aversion to ambient light wink.gif)

Qarl's Replacer Mods
* ALL OF THEM!

Some High Res Texture Pack
* Visual Packs + Visual Pack XT (This one runs faster than the others due to the DDS mip mapping)
* Darker Morrowind (Nice, but the textures are very big)
* Vibrant Morrowind (A little TOO vibrant for my tastes, but I can see the beauty biggrin.gif)
* Mixed Textures (For those who like them all)


As far as the tweak package I promised, I'll be making three versions, each one optimized for a specific lighting theme:

Realism:
The one I'm currently working on. It will stay close to Bethesda's original values only in spirit, making everything look that much better than Bethesda intended while still keeping the same feel.

Mood:
Brighter around zero point, quicker falloff. This makes lights carry much shorter distances, makes Torches ineffective against the inky black of the night, and generally makes everything more shadowy. This will go well with Darker Morrowind... tho the tweak included already does a fine job of making the lighting very sharp and dark. I'll see if I can improve on it, tho.

Vibrance:
A more gentle curve for use with Vibrant Morrowind or for people with similar tastes. This will use only quadratic and constant values, leading to nice soft halos around most of the lights. Light will travel long distances, so even a candle could brighten up a room very well. (I've already released the tweak for this in my first topic, but I'll package it up for easy consumption since Spirited likes it so biggrin.gif)


Please don't package anything with the name for vibrant morrowind if you could. I put a lighting mod in myself. The coloring and lighting is just how I designed it.
Thanks for understanding
Oh, I wasn't going to try to steal your thunder, skydye! I just like the name Vibrance! It rather captures the feel of my original tweak. How about I change the name to "Softer" and forget I ever mentioned it being used with your mod?

I had no idea you already made a lighting scheme for that mod, either. I never used it before, even tho the screenshots look very nice, due to my own personal tastes.

Oh, and I edited my above post to avoid offending anyone else :-/
QUOTE(Jeoshua @ Dec 13 2006, 05:30 PM) *

Oh, I wasn't going to try to steal your thunder, skydye! I just like the name Vibrance! It rather captures the feel of my original tweak. How about I change the name to "Softer" and forget I ever mentioned it being used with your mod?

I had no idea you already made a lighting scheme for that mod, either. I never used it before, even tho the screenshots look very nice, due to my own personal tastes.

Oh, and I edited my above post to avoid offending anyone else :-/

Well if that's the chase please don't make a lighting mod for a game you don't play. It's just guessing.
Yes 100% Please, Please leave vibrant morrowind out of it.
QUOTE(Jeoshua @ Dec 13 2006, 08:04 PM) *

OH and I think I should mention, of course, that your game won't look this good (if you indeed think it looks good), unless you also install the following mods:

The Lighting Mod - Modular Version : This is almost essential!!
* TLM - Ambient Light and Fog Update.esp (Kills the ambient light)
* TLM - Light Sources (Clearer Lighting).esp (Tweaks the light's colors so they don't green as much)
* TLM - Light Sources (Lanterns).esp (Gives torches and lanterns more duration and adds a night eye effect to them. I stripped off the scripts cause I have an aversion to ambient light wink.gif)

Qarl's Replacer Mods
* ALL OF THEM!

Some High Res Texture Pack
* Visual Packs + Visual Pack XT (Very realistic, high res, runs very quick due to DDS mip-mapping)
* Darker Morrowind (For those with darker tastes. Very High res, requires a beast of a machine)
* Vibrant Morrowind (Bright and shiny, for those with more "refined" tastes)
* Mixed Textures (For those who like them all)

As far as the tweak package I promised, I'll be making three versions, each one optimized for a specific lighting theme:

Realism:
The one I'm currently working on. It will stay close to Bethesda's original values only in spirit, making everything look that much better than Bethesda intended while still keeping the same feel.

Mood:
Brighter around zero point, quicker falloff. This makes lights carry much shorter distances, makes Torches ineffective against the inky black of the night, and generally makes everything more shadowy. This will go well with Darker Morrowind... tho the tweak included already does a fine job of making the lighting very sharp and dark. I'll see if I can improve on it, tho.

Softer:
A more gentle curve for use with bright color schemes. This will use only quadratic and constant values, leading to nice soft halos around most of the lights. Light will travel long distances, so even a candle could brighten up a room very well. (I've already released the tweak for this in my first topic, but I'll package it up for easy consumption since Spirited likes it so biggrin.gif)


I tried the first threads values and I like them a lot but I did notice something a bit odd and it could have been my fault by entering the worng values, but was walking up to a NPC and he was dark then he was fully lit by a torch, the only way I can explain it is turning a light on and off. Is there a way to make npc and objects get brghter as get closer to them? like I said it could have be a misstype on my part.
Hmm, nice tweaks here. I'm not even using TLM or any other light tweaking mods ATM (heck, I haven't had a game going in few months) and already I see some nice improvements. Eager to see the released version with different settings.
QUOTE(meanmuttley @ Dec 13 2006, 10:03 PM) *


I tried the first threads values and I like them a lot but I did notice something a bit odd and it could have been my fault by entering the worng values, but was walking up to a NPC and he was dark then he was fully lit by a torch, the only way I can explain it is turning a light on and off. Is there a way to make npc and objects get brghter as get closer to them? like I said it could have be a misstype on my part.


I'm pretty sure you didn't enter anything in wrong. This is a problem in the basic lighting engine and the tweaks I present merely make it more noticeable, since... presumably after you make these adjustments you are actually looking at the light in a different way, in addition to the light itself carrying a further distance. The only way I know to get rid of this NPC lighting problem is to use MGE with the lighting fix turned on. That, however, doesn't always work and you still get some "checkerboard lighting"

It happens alot because the lighting is vertex based, yet the different building blocks of the world are not one solid mesh. Were they solid, there'd be no lighting problems (well, not of this kind. Sometimes you can be carrying a torch in vivec up one of those long access ramps (you know the one I'm talking about) and the torch-light won't even TOUCH the walls of the hallway since there aren't enough vertices on the mesh.)
The console and stuff really look cool in that bug.
QUOTE(Pjstaab @ Dec 13 2006, 10:35 PM) *
The console and stuff really look cool in that bug.


I already sent a feature request to Timeslip for the next version of MGE... no telling if he's willing to figure out how to replicate it
QUOTE(Jeoshua @ Dec 13 2006, 10:20 PM) *

I'm pretty sure you didn't enter anything in wrong. This is a problem in the basic lighting engine and the tweaks I present merely make it more noticeable, since... presumably after you make these adjustments you are actually looking at the light in a different way, in addition to the light itself carrying a further distance. The only way I know to get rid of this NPC lighting problem is to use MGE with the lighting fix turned on. That, however, doesn't always work and you still get some "checkerboard lighting"

It happens alot because the lighting is vertex based, yet the different building blocks of the world are not one solid mesh. Were they solid, there'd be no lighting problems (well, not of this kind. Sometimes you can be carrying a torch in vivec up one of those long access ramps (you know the one I'm talking about) and the torch-light won't even TOUCH the walls of the hallway since there aren't enough vertices on the mesh.)


Im gald I didn't type it worng! I'm one of those people who don't really like to miss w/ the ini file a hole lot. At least for right now... I have noticed that "checkerboard lighting" pattern but it didn't really hit me like the npc lighting did. On the Vivec ramp lighting, yea it thought it was kinda funny b/c you can stand right beside the wall and it will still be dark. like the light doesn't affect it at all. I also noticed it on the floor on the outside and inside of Vivec but it didn't do it a whole lot. Still great work and waiting to see what the darker version will look like.
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