Closed GoogleFrog closed 8 years ago
This should solve it (haven't tried):
Spring.SetSunLighting({groundSpecularColor = {0,0,0,0}})
Add that code in a widget. It basically overrides groundSpecularColor in mapinfo.lua, which is how engine used to work in 100.
The problem was that we had this parameter present in mapinfo for a while now (https://github.com/jk3064/Map-Blueprint/blob/master/mapcontainer.sdd/mapinfo.lua#L149), but it was never used (this was a bug). Now it's used for maps that don't contain a specular texture, which is at least something. My personal preference was that it should be used for all maps, but then you'd just have different lighting everywhere. At least it would have been consistent (both groundDiffuseColor and groundAmbientColor work with SSMF maps)
Just to make sure, will that affect maps which have specular texturess?
No, those aren't affected by groundSpecularColor. It's either groundSpecularColor or specularTex: https://github.com/spring/spring/blob/develop/cont/base/springcontent/shaders/GLSL/SMFFragProg.glsl#L433-L437
Dev engine causes many old maps to have increased brightness. They can be too bright.
https://springrts.com/mantis/view.php?id=5108