#################################################### # EP2 Lighting Manager settings # # Lighting override (.nlo) files for specific EP1 objects should be placed in this directory. # The following command triggers the game to parse all such files. sinclude "EP9Lights.nlo" lightingState night environment (0.5, 0.5, 1) 0.7 # override environment lighting state end lightingState neighbourhood environment (1, 1, 1) 1.0 # override environment lighting state end lightingState neighbourhoodNoPortals skylight (.87,.925,1) .25 light sun (1.75, -2, 1.5) (1, .9, .8) 1.75 light sky (-2, 1.75, 2) (0.7,.75,.8) .5 light fill1 (0, 0, 1) (1,1,1) 0.25 lightMap 0x0be702ef # inside diffusion diffParam insideAmbientColor (1, .95, .75) diffParam insideFloorAmbient .15 diffParam insideWallAmbient .25 # diffusion inside and outside diffParam floorThreshold 0.154 diffParam wallThreshold 0.12 # pract. diffuse p. falloff d. falloff modifiers insidePortals 3 3.8 0.8 .9 modifiers insidePortalSpills 3 4 .8 1.3 modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects 1 1 2 1 modifiers outsideObjects 0.5 1 4 2 # extra ambient for unlit rooms. unlitRoomColor (0.01, 0.01, 0.01) flatShade (1, .95, .85) .75 # for lighting quality 0 environment (1, 1, 1) 1.0 # override environment lighting state end #################################################### # Season - Summer # lightingState day control -edith true # outside direct lighting skylight (1,1,1) 0.5 # LDH --> #orig light sun (1.5, 1.2, 2) (0.97, .94, .83) 2 #orig light sky (-1.5, -1.2, 2) (.8,.8,.73) .5 light sun (-1.5, -1.2, 2) (0.97, .94, .83) 2 light sky (1.5, 1.2, 2) (.8,.8,.73) .5 # LDH <-- light fill1 (1, 1, -1) (1,0.8,.9) .5 light simFill1 (1, -1.2, 1) (1, .95, .89) .5 light simFill2 (-2, 2, 1) (1, .95, .89) 1.75 # inside diffusion diffParam insideAmbientColor (.85, .75, .75) diffParam insideFloorAmbient 0.001 diffParam insideWallAmbient 0.001 # diffusion inside and outside diffParam floorThreshold .4 diffParam wallThreshold .4 portalSaturation 1 # modifiers [ ] # pract. diffuse p. falloff d. falloff modifiers insidePortals 0.5 .7 1.3 1 modifiers insidePortalSpills .9 .8 .4 .9 #### check after incremental modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects .8 .7 .35 .5 ### this can go higher when the on/off is fixed modifiers outsideObjects 0 0 1 1 projectiveShadowStrength 0.73 # modifiers insideObjects 0 0 0 0 # modifiers insidePortals 0 0 0 0 # modifiers insidePortalSpills 0 0 0 0 # extra ambient for unlit rooms. unlitRoomColor (.3, .275, .275) -threshold .33 unlitRoomColor (.45, .425, .4) -threshold .4 flatShade (1, .95, .85) .75 -sims 1.7 -objects 1.3 -indoors 1 # for lighting set to low. environment (1, 1, 1) 1 # max in time (s) max out time (s) transitionTimes 2 100 end #################################################### # Season - Winter # lightingState Winter control -edith true # outside direct lighting # Winter skylight (1,1,1) 0.5 # LDH --> #orig light sun (1.5, 1.2, 1.65) (.89, .88, 0.92) 1.73 #orig light sky (-1.5, -1.2, 2) (.87,.95,0.93) .4 light sun (-1.5, -1.2, 1.65) (.89, .88, 0.92) 1.73 light sky (1.5, 1.2, 2) (.87,.95,0.93) .4 # LDH <-- light fill1 (1, 1, -1) (1,1,1) .5 light simFill1 (1, -1.2, .9) (.91, .92, 1) .5 light simFill2 (-2, 2, .9) (.91, .95, 1) 1.75 projectiveShadowStrength 0.5 # inside diffusion diffParam insideAmbientColor (.85, .75, .75) diffParam insideFloorAmbient 0.001 diffParam insideWallAmbient 0.001 # diffusion inside and outside diffParam floorThreshold .4 diffParam wallThreshold .4 portalSaturation 1 # modifiers [ ] # pract. diffuse p. falloff d. falloff modifiers insidePortals 0.5 .7 1.3 1 modifiers insidePortalSpills .9 .8 .4 .9 #### check after incremental modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects .8 .7 .35 .5 ### this can go higher when the on/off is fixed modifiers outsideObjects 0 0 1 1 # modifiers insideObjects 0 0 0 0 # modifiers insidePortals 0 0 0 0 # modifiers insidePortalSpills 0 0 0 0 # extra ambient for unlit rooms. unlitRoomColor (.3, .275, .275) -threshold .33 unlitRoomColor (.45, .425, .4) -threshold .4 flatShade (1, .95, .85) .75 -sims 1.7 -objects 1.3 -indoors 1 # for lighting set to low. environment (1, 1, 1) 1 # max in time (s) max out time (s) transitionTimes 2 100 end #################################################### # Season - Spring # lightingState Spring control -edith true # outside direct lighting # Spring skylight (1,1,1) 0.5 # LDH --> #orig light sun (1.5, 1.2, 1.85) (1, .98, .75) 1.7 #orig light sky (-1.5, -1.2, 2) (1,.99,.75) .52 light sun (-1.5, -1.2, 1.85) (1, .98, .75) 1.7 light sky (1.5, 1.2, 2) (1,.99,.75) .52 # LDH <-- light fill1 (1, 1, -1) (1,.95,.7) .54 light simFill1 (1, -1.2, .9) (1, .87, .78) .55 light simFill2 (-2, 2, .9) (1, .88, .79) 1.8 projectiveShadowStrength 1 # inside diffusion diffParam insideAmbientColor (.85, .75, .75) diffParam insideFloorAmbient 0.001 diffParam insideWallAmbient 0.001 # diffusion inside and outside diffParam floorThreshold .4 diffParam wallThreshold .4 portalSaturation 1 # modifiers [ ] # pract. diffuse p. falloff d. falloff modifiers insidePortals 0.5 .7 1.3 1 modifiers insidePortalSpills .9 .8 .4 .9 #### check after incremental modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects .8 .7 .35 .5 ### this can go higher when the on/off is fixed modifiers outsideObjects 0 0 1 1 # modifiers insideObjects 0 0 0 0 # modifiers insidePortals 0 0 0 0 # modifiers insidePortalSpills 0 0 0 0 # extra ambient for unlit rooms. unlitRoomColor (.3, .275, .275) -threshold .33 unlitRoomColor (.45, .425, .4) -threshold .4 flatShade (1, .95, .85) .75 -sims 1.7 -objects 1.3 -indoors 1 # for lighting set to low. environment (1, 1, 1) 1 # max in time (s) max out time (s) transitionTimes 2 100 end #################################################### # Season - Autumn # lightingState Autumn control -edith true # outside direct lighting # Autumn skylight (1,1,1) 0.5 # LDH --> #orig light sun (1.5, 1.2, 1.75) (1, .84, .7) 1.8 #orig light sky (-1.5, -1.2, 2) (1,.85,.75) .4 light sun (-1.5, -1.2, 1.75) (1, .84, .7) 1.8 light sky (1.5, 1.2, 2) (1,.85,.75) .4 # LDH <-- light fill1 (1, 1, -1) (1,.88,.6) .5 light simFill1 (1, -1.2, .9) (1, .96, .88) .65 light simFill2 (-2, 2, .9) (1, .93, .8) 1.8 projectiveShadowStrength 0.8 # inside diffusion diffParam insideAmbientColor (.85, .75, .75) diffParam insideFloorAmbient 0.001 diffParam insideWallAmbient 0.001 # diffusion inside and outside diffParam floorThreshold .4 diffParam wallThreshold .4 portalSaturation 1 # modifiers [ ] # pract. diffuse p. falloff d. falloff modifiers insidePortals 0.5 .7 1.3 1 modifiers insidePortalSpills .9 .8 .4 .9 #### check after incremental modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects .8 .7 .35 .5 ### this can go higher when the on/off is fixed modifiers outsideObjects 0 0 1 1 # modifiers insideObjects 0 0 0 0 # modifiers insidePortals 0 0 0 0 # modifiers insidePortalSpills 0 0 0 0 # extra ambient for unlit rooms. unlitRoomColor (.3, .275, .275) -threshold .33 unlitRoomColor (.45, .425, .4) -threshold .4 flatShade (1, .95, .85) .75 -sims 1.7 -objects 1.3 -indoors 1 # for lighting set to low. environment (1, 1, 1) 1 # max in time (s) max out time (s) transitionTimes 2 100 end #################################################### # Season - Overcast # lightingState Overcast control -edith true # outside direct lighting # Overcast skylight (1,1,1) 0.5 # LDH --> #orig light sun (1.5, 1.2, 2) (.90, .98, 1) 1.1 #orig light sky (-1.5, -1.2, 2) (.90,1,.98) .5 light sun (-1.5, -1.2, 2) (.90, .98, 1) 1.1 light sky (1.5, 1.2, 2) (.90,1,.98) .5 # LDH <-- light fill1 (1, 1, -1) (.90,.98,1) .5 light simFill1 (1, -1.2, 1) (1, .95, .89) .6 light simFill2 (-2, 2, 1) (1, .95, .89) 1.85 projectiveShadowStrength 0.45 # inside diffusion diffParam insideAmbientColor (.85, .75, .75) diffParam insideFloorAmbient 0.001 diffParam insideWallAmbient 0.001 # diffusion inside and outside diffParam floorThreshold .4 diffParam wallThreshold .4 portalSaturation 1 # modifiers [ ] # pract. diffuse p. falloff d. falloff modifiers insidePortals 0.5 .7 1.3 1 modifiers insidePortalSpills .9 .8 .4 .9 #### check after incremental modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects .8 .7 .35 .5 ### this can go higher when the on/off is fixed modifiers outsideObjects 0 0 1 1 # modifiers insideObjects 0 0 0 0 # modifiers insidePortals 0 0 0 0 # modifiers insidePortalSpills 0 0 0 0 # extra ambient for unlit rooms. unlitRoomColor (.3, .275, .275) -threshold .33 unlitRoomColor (.45, .425, .4) -threshold .4 flatShade (1, .95, .85) .75 -sims 1.7 -objects 1.3 -indoors 1 # for lighting set to low. environment (1, 1, 1) 1 # max in time (s) max out time (s) transitionTimes 2 100 end #################################################### # Neighbourhood # lightingState neighborhoodnight # outside direct lighting # skylight (0.65, 0.65, .95) 1 # light sun ( 1, -2, 2) (.9, .855, .8) 1.6 # light sky (-1, 2, 1) (.8, .8, 1) .9 # skylight (.87,.925,1) 0.5 # light sun (1.5, 1.2, 2) (1, .94, .875) 1.75 # light sky (-1.5, -1.2, 2) (.8,.8,.8) .25 # light fill1 (1, 1, 1) (1,1,1) .15 skylight (0.2, 0.2, 1) .3 light sun (-1.5, -1, 2) (.45, .45, 1) 1 # light sun (-1.5, -1, 2) (.3, .3, .95) .6 #light sky ( 1.5, 1, 1) (.25, 0.25, 1) .6 lightMap 0x6fb59732 # inside diffusion diffParam insideAmbientColor (1, .95, .75) diffParam insideFloorAmbient .15 diffParam insideWallAmbient .25 # diffusion inside and outside diffParam floorThreshold 0.154 diffParam wallThreshold 0.12 # pract. diffuse p. falloff d. falloff modifiers insidePortals 3 3.8 0.8 .9 modifiers insidePortalSpills 3 4 .8 1.3 modifiers outsidePortals 0 0 1 1 modifiers outsidePortalSpills 0 0 1 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects 1 1 2 1 modifiers outsideObjects 0.5 1 4 2 # extra ambient for unlit rooms. unlitRoomColor (0.01, 0.01, 0.01) # fog # DISABLED pending shader program path support for linear fog. #fog (0.9, 0.9, 1) 1200 2200 flatShade (.3, .35, .9) .5 # for lighting quality 0 environment (0.5, 0.5, 1) 0.65 # override environment lighting state end #################################################### # Lot Night - Vacation Lot - Taken from the Base Game lighting.txt # lightingState vacationNight control -edith true skylight (0.2, 0.2, 0.4) 0.9 light sun (-1.5, -1, 2) (.4, .4, .9) 0.5 # light sun (-1.5, -1, 2) (.3, .3, .95) .6 light sky ( 1.5, 1, 1) (.25, 0.25, 0.95) .1 light simFill1 (-1.25, -.75, 1.2) (.82,.8, .8) 1 light simFill2 (1.25, .75, 1.2) (.82,.8, .8) .6 diffParam insideAmbientColor (.9,.9,1) diffParam insideFloorAmbient .001 diffParam insideWallAmbient 0.001 diffParam floorThreshold 0.2 diffParam wallThreshold 0.2 # pract. diffuse p. falloff d. falloff modifiers insidePortals 0 .2 1 1 modifiers insidePortalSpills 0 .2 1 1 modifiers outsidePortals 4 4 .5 1 modifiers outsidePortalSpills 4 4 .5 1 # pract. diffuse p. falloff d. falloff modifiers insideObjects .6 .6 .35 .65 modifiers outsideObjects 1 .6 .4 .65 # modifiers insidePortals 0 0 0 0 # modifiers insidePortalSpills 0 0 0 0 # modifiers outsidePortals 0 0 0 0 # modifiers outsidePortalSpills 0 0 0 0 projectiveShadowStrength 0.4 # How much sun/skylight split in spill lights portalSaturation 1 # extra ambient for unlit rooms. unlitRoomColor (0.345, 0.345, 0.42) -threshold .4 ### do not set threshold to 0 ## unlitRoomColor (0.245, 0.245, 0.32) -threshold .28 flatShade (0.75, 0.8, 1) .6 -sims 1.8 -objects 1.5 -indoors 1 # for lighting set to low environment (1, 1, 1) .8 # for env. cubes and particles #does not work # max in time (s) max out time (s) transitionTimes 2 100 end