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  #1  
Old 02-14-2015, 02:32 PM
KG26_Alpha KG26_Alpha is offline
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I would imagine (to to it properly) you will need separate map textures created for TOD
perhaps 5 classes sunrise midday evening dusk and night to make it "realistic" but that's a big ask.

Or

The mission map loading TOD reference triggers a colour to black and white gammut so the game drops the global colour reference internally.
auto switching the video setting in IL2 and not using the ATI Nvidia software to control it.

Quite a bit of work, but you could just turn the monitor colour down locally to suit your eye,
as you can imagine there will be as usual people complaining about its too grey or not grey enough etc etc


Last edited by KG26_Alpha; 02-14-2015 at 02:44 PM.
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  #2  
Old 02-15-2015, 03:11 PM
RPS69 RPS69 is offline
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Quote:
Originally Posted by KG26_Alpha View Post
I would imagine (to to it properly) you will need separate map textures created for TOD
perhaps 5 classes sunrise midday evening dusk and night to make it "realistic" but that's a big ask.
Actually, it is done that way already. When you got 32 bit enabled, the last 8 are used for lights. You could see this by generating TGA files, and opening them with a picture editor that support multi layered images. A screen shot at night will look full daylight just by removing this last layer.

Problem is that colors are being darkened, but not turned into B/W.

It could be achieved by establishing a threshold on the darkening layer. When lights go below X, all colour levels are equalized, achieving a true night sight.
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  #3  
Old 02-15-2015, 04:34 PM
KG26_Alpha KG26_Alpha is offline
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Quote:
Originally Posted by RPS69 View Post
Actually, it is done that way already. When you got 32 bit enabled, the last 8 are used for lights. You could see this by generating TGA files, and opening them with a picture editor that support multi layered images. A screen shot at night will look full daylight just by removing this last layer.

Problem is that colors are being darkened, but not turned into B/W.

It could be achieved by establishing a threshold on the darkening layer. When lights go below X, all colour levels are equalized, achieving a true night sight.

How are you generating the tga file ?
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  #4  
Old 02-15-2015, 05:15 PM
RPS69 RPS69 is offline
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Well, I did that a long time ago. You just took an ingame screenshot. It generates TGA. I hope they didn't change it to some useless JPG.

I will check if still works.
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Old 02-15-2015, 07:22 PM
Pursuivant Pursuivant is offline
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Originally Posted by RPS69 View Post
Well, I did that a long time ago. You just took an ingame screenshot. It generates TGA. I hope they didn't change it to some useless JPG.
There's the option to save screenshots as .jpg, but you can still save them as .tga.

.jpg is better if you're trying to upload screenshots to the web. .tga is better for photo editing work.
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  #6  
Old 02-15-2015, 07:58 PM
KG26_Alpha KG26_Alpha is offline
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.tga format is available still but i don't see the "layers" in PS CS6
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  #7  
Old 02-16-2015, 01:42 AM
RPS69 RPS69 is offline
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Yep. It was removed. They don't allow to save 32 bit pics anymore. Now I remember that at some time it was removed as a solution to an online hack about hitting print screen to generate lag.

Anyway, that TGA thing was only to apreciate the light masking layer. It is there.
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