It's really dark outside with certain graphics mods
I decided to install some texture/model mods and see how OpenGothic handles them. The mods seem to work correctly but with one major problem: it's really dark outside.
Here are the mods I tried:
Gothic II TextureMix by ARTstuff - https://www.nexusmods.com/gothic2/mods/15
Gothic II Graphics Overhaul https://www.nexusmods.com/gothic2/mods/4
Riisis Texture Mix https://www.nexusmods.com/gothic2/mods/3
Reproduced with "Gothic II TextureMix by ARTstuff" Seem to be a general problem with exposure calculation - working on it
With new exposure calculation:
Much better!
I would argue that it should be a bit brighter still given that it's midday and the sun is not obstructed by anything but I'm okay if that's a stylistic choice. I did notice another issue though: looks like the knight armor mesh is broken (see the screenshot)
I would argue that it should be a bit brighter still given that it's midday and the sun is not obstructed by anything but I'm okay if that's a stylistic choice.
At this point I'm struggling to formalize how lighting should work and exposure is only a tip on iceberg. And the rest is https://github.com/Try/OpenGothic/issues/510 - would need to figure lighting and then come back to exposure.
Some progress (as part of GI work):
Hi, @Try. Is there any way to increase the brightness of the game through Marvin configuration files/commands, but not through the gamma. I'm not comfortable playing with this level of lighting. Perhaps there is a modification that will make the sun ‘brighter’.
Hi, @YALdysse ! There is no marvin, to control the sun, it's hard-coded to 128'000 LUX.
but not through the gamma
How about Contrast setting in video menu? Here is how color post-processes, for reference:
vec3 gameTonemap(vec3 color, const VideoSettings s) {
color *= s.mulExposure; // debug stuff, not available in settings
// Brightness & Contrast
color = max(vec3(0), color + vec3(s.brightness)); // Brightness adds light to pixel
color = color * vec3(s.contrast); // Then multiplied by contrast
// Tonemapping
color = acesTonemap(color);
// Gamma
color = pow(color, vec3(s.gamma));
return color;
}
@Try , Thank you for your reply. Unfortunately, the contrast slider is not enough for me. Are there any other options?
@Try, Could you please tell me which file contains the sun's brightness? I want to increase this value, compile the engine and check how it will work.
which file contains the sun's brightness?
sky.cpp:
static const float DirectSunLux = 128'000.f;
static const float DirectSunLux = 128'000.f;
Unfortunately, the change in this value did not affect the lighting of the world.
Default value:
256 000:
Unfortunately, the change in this value did not affect the lighting of the world.
Likely, because changing sun also affects camera exposure and will equalize in the end.
Check sky_exposure.comp, line with:
scene.exposure = 1.0 / max(lum+push.baseL, 0.0000005); // add or substract something from lum