I noticed that in OGSR areas bellow the ground, such as Sidorovich's bunker, would be cast with light from the sun/flares whenever the weather system positions them under the horizon.
I've been told the same bug can be experienced in the Bar, although I've not reached there yet to confirm.
I've partially remedied the issue by making sure the sun_position in the vanilla weather files isn't set higher than -16 for the first value before the the engine is told to turn off the sun via sun_color.
This change in the lighting system was addressed in CS/COP by surrounding underground elements with a material that disables sun illumination, but this requires setting them up in the level editor.
The older SOC assets have no such bounding boxes (I suppose the objects themselves would occlude the sun?).
This results in lighting bugs in just about every single weather mod out there.
Can the lighting behavior of the SoC engine be replicated?
I noticed that in OGSR areas bellow the ground, such as Sidorovich's bunker, would be cast with light from the sun/flares whenever the weather system positions them under the horizon.
I've been told the same bug can be experienced in the Bar, although I've not reached there yet to confirm.
I've partially remedied the issue by making sure the sun_position in the vanilla weather files isn't set higher than -16 for the first value before the the engine is told to turn off the sun via sun_color.
This change in the lighting system was addressed in CS/COP by surrounding underground elements with a material that disables sun illumination, but this requires setting them up in the level editor.
The older SOC assets have no such bounding boxes (I suppose the objects themselves would occlude the sun?).
This results in lighting bugs in just about every single weather mod out there.
Can the lighting behavior of the SoC engine be replicated?