Viking Conquest: Nights too Dark - Postfx.txt hack

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Hi guys, I was having several issues with VC being too dark at night for me and having tried disabling HDR and other light issues, plus gamma just making everything so bright it was just too ugly, I settled with this simple hack.

All I had to do was edit the postfx.txt file for the NIGHT entry, last values around 0,98xxx changed to 2.98XXX and now ... wow, Night is finally fun again, no need to avoid the dark. So good man, so good!

Will give you the code string here if you guys want to play at night no problem, oh wow, night battles are so much more fun now!

Code for Better Combat Map Nights in your postfx.txt file - using suggestion made by wingcutangel back in 2012


Code:

pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 2.980400 2.980400 1.529400 1.000000


Original post by wingcutangel



If you think 2.98 is too bright, a decent compromise is just using 1.98x for the light modifier, also if 2.98 is still not bright enough go bonkers on it, put it higher to be blinded lol!

Small Edit after Severe tweaks: I found out the best looking ratio in the value is just altering the second 0.98 value, to about 5,98 leaving the first one alone. last value light is much better and reflects even more in sea battles, making them amazingly clear while keeping the night ambiance:



Code:

pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 0.980400 5.980400 1.529400 1.000000


This is my final setting. First 0.98 value at the end seems to increase general light, thus makign even the ui glow a bit if you push it, whereas the last value simply makes the overhead light brighter, which is more natural.

Hope you all enjoy it! It works for all VC versions and submods, specially for Armor Mod/Blood Eagle with their custom shaders as well.
 
pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 2.980400 2.980400 1.529400 1.000000
module_postfx.py
# Each postfx_param contains the following fields:
# 1) id (string):
# 2) flags (int).
# 3) tonemap operator type (0,1,2,3)
# 4) shader parameters1 [ HDRRange, HDRExposureScaler, LuminanceAverageScaler, LuminanceMaxScaler ]
# 5) shader parameters2 [ BrightpassTreshold, BrightpassPostPower, BlurStrenght, BlurAmount ]
# 6) shader parameters3 [ AmbientColorCoef, SunColorCoef, SpecularCoef, -reserved ]

two parameters that mainly affect the lighting: AmbientColorCoef, SunColorCoef
for night SunColorCoef = 0.000000 so therefore, the lighting is regulated by AmbientColorCoef

I use
pfx_night 0 0 128.000000 1.000000 1.254900 10.000000 2.000000 1.784300 1.215700 0.000000 0.160000 0.000000 0.800000 1.000000

but these are very dark nights

but it is also worth considering that this value also depends on the texture of the night sky
 
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