[MOD] Improved Interior Lighting [October 2020 - v1.0.3]
- Ralzar
- Posts: 2211
- Joined: Mon Oct 07, 2019 4:11 pm
- Location: Norway
Re: [MOD] Improved Interior Lighting
Yeah, there's soemthing odd going on with this mod. Unity Editor gives an error with player torch (something abvout left hand?) which explains why the player torch is now back to the original white color.
But also, light from the campfire in my Climates&Cloaks mod is looking weird. More like a flashlight constantly pointed a bit down at the ground in my players direction? And that uses pretty much the same light code as this mod does.
Seeing as the creator of this mod has not been active since 2019, we might have to start looking into a replecement mod for this?
Would be handy to have it on Nexus anyway.
But also, light from the campfire in my Climates&Cloaks mod is looking weird. More like a flashlight constantly pointed a bit down at the ground in my players direction? And that uses pretty much the same light code as this mod does.
Seeing as the creator of this mod has not been active since 2019, we might have to start looking into a replecement mod for this?
Would be handy to have it on Nexus anyway.
- Jay_H
- Posts: 4070
- Joined: Tue Aug 25, 2015 1:54 am
- Contact:
Re: [MOD] Improved Interior Lighting
Shortbeard appeared on Discord this week and expressed an interest in updating this mod for .10.26+. I know nothing more than that.
- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: [MOD] Improved Interior Lighting
Hi all,
Sorry for the lack of updates on this mod. Lots of thing have happened for me in my personal life, and things have just been busy as hell.
As Jay_H has stated, I will hopefully be looking at making some fixes for the mod sometime soon, and update it so that it runs properly on the newest version of DFU.
If someone would like to drop here a comprehensive list of any bugs, notable issues (both within the mod itself, and any compatibility issues with other mods) that would be extremely appreciated as I have been out of this scene for quite a while and might take me a little while get this back up to speed.
Thank you for supporting this mod for so long guys, it really means a lot.
Sorry for the lack of updates on this mod. Lots of thing have happened for me in my personal life, and things have just been busy as hell.
As Jay_H has stated, I will hopefully be looking at making some fixes for the mod sometime soon, and update it so that it runs properly on the newest version of DFU.
If someone would like to drop here a comprehensive list of any bugs, notable issues (both within the mod itself, and any compatibility issues with other mods) that would be extremely appreciated as I have been out of this scene for quite a while and might take me a little while get this back up to speed.
Thank you for supporting this mod for so long guys, it really means a lot.
- joshcamas
- Posts: 87
- Joined: Mon Sep 21, 2020 7:01 am
Re: [MOD] Improved Interior Lighting
Hello, glad to see you're back! I love your mod to death, one of my favorites
One issue I noticed is in how you grab the player's torch. It causes issues if other mods ever touch things.
I can tell it was done this way since the torch is disabled and GetComponentInChildren by default doesn't return inactive children... but there is actually an override of that function that *does* return inactive components, just pass "true" into it!
I'd say all in all this is a safer approach, since it doesn't rely on a constant structure
Also, another tip - you can use "GameManager.Instance.PlayerObject" to get the player gameobject.
One issue I noticed is in how you grab the player's torch. It causes issues if other mods ever touch things.
Code: Select all
GameObject torchObject = GameObject.Find("PlayerAdvanced").transform.GetChild(0).GetChild(1).gameObject;
Code: Select all
GameObject torchObject = GameObject.Find("PlayerAdvanced").GetComponentInChildren<Light>(true).gameObject;
Also, another tip - you can use "GameManager.Instance.PlayerObject" to get the player gameobject.
- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: [MOD] Improved Interior Lighting
Thanks for the kind words!joshcamas wrote: ↑Wed Sep 30, 2020 9:32 am Hello, glad to see you're back! I love your mod to death, one of my favorites
One issue I noticed is in how you grab the player's torch. It causes issues if other mods ever touch things.I can tell it was done this way since the torch is disabled and GetComponentInChildren by default doesn't return inactive children... but there is actually an override of that function that *does* return inactive components, just pass "true" into it!Code: Select all
GameObject torchObject = GameObject.Find("PlayerAdvanced").transform.GetChild(0).GetChild(1).gameObject;
I'd say all in all this is a safer approach, since it doesn't rely on a constant structureCode: Select all
GameObject torchObject = GameObject.Find("PlayerAdvanced").GetComponentInChildren<Light>(true).gameObject;
Also, another tip - you can use "GameManager.Instance.PlayerObject" to get the player gameobject.
And that's a great tip about how to grab the torch, I will make a note on that for when I start working on it again
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Improved Interior Lighting
Hey good to see you're back. When both improved interior lighting and handpainted model mods are loaded together the lighting flats that haven't been replaced by a 3d model don't have any light emission at all
- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: [MOD] Improved Interior Lighting
Hi, good to see you too!AlexanderSig wrote: ↑Wed Sep 30, 2020 7:05 pm Hey good to see you're back. When both improved interior lighting and handpainted model mods are loaded together the lighting flats that haven't been replaced by a 3d model don't have any light emission at all
Are you able to give me a save game in an area with an example of this happening so I can take a look? It would be much appreciated
- AlexanderSig
- Posts: 324
- Joined: Wed Jul 19, 2017 10:35 pm
Re: [MOD] Improved Interior Lighting
ShortBeard wrote: ↑Thu Oct 01, 2020 1:52 pmHi, good to see you too!AlexanderSig wrote: ↑Wed Sep 30, 2020 7:05 pm Hey good to see you're back. When both improved interior lighting and handpainted model mods are loaded together the lighting flats that haven't been replaced by a 3d model don't have any light emission at all
Are you able to give me a save game in an area with an example of this happening so I can take a look? It would be much appreciated
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- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: [MOD] Improved Interior Lighting
Awesome, Thank you for that file. I can see the issue - my mod makes the assumption that when handpainted mod is in place, that all "light sources" will have one, and attempt to adjust them instead. As the handpainted mod doesn't add a light to this, my mod doesn't either as it's trying to adjust one it thinks is there. I will go ahead and try and fix thisAlexanderSig wrote: ↑Thu Oct 01, 2020 1:59 pmShortBeard wrote: ↑Thu Oct 01, 2020 1:52 pmHi, good to see you too!AlexanderSig wrote: ↑Wed Sep 30, 2020 7:05 pm Hey good to see you're back. When both improved interior lighting and handpainted model mods are loaded together the lighting flats that haven't been replaced by a 3d model don't have any light emission at all
Are you able to give me a save game in an area with an example of this happening so I can take a look? It would be much appreciated
- ShortBeard
- Posts: 45
- Joined: Tue Aug 06, 2019 1:10 pm
Re: [MOD] Improved Interior Lighting
Hi guys,
Letting you know that 1.0.3 is in the works as we speak to fix bugs, and compatibility issues with other mods, and shadow casting on/off for certain enemy types. Been messaging with AlexanderSig to make sure HandPainted model's mods lighting works properly with Improved Interior lighting. Hoping to push the update out within the next couple of days, and I'll put it on Nexus Mods.
I want to thank everyone for being so patient!
Letting you know that 1.0.3 is in the works as we speak to fix bugs, and compatibility issues with other mods, and shadow casting on/off for certain enemy types. Been messaging with AlexanderSig to make sure HandPainted model's mods lighting works properly with Improved Interior lighting. Hoping to push the update out within the next couple of days, and I'll put it on Nexus Mods.
I want to thank everyone for being so patient!