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| ====== Map Lighting Tutorial (DS3) ====== | ====== Map Lighting Tutorial (DS3) ====== | ||
| + | Authors: Abyss1ne | ||
| The Dark Souls 3 lighting system is really unique and complicated to mess with, so here it is a tutorial teaching you the basics on how to modify it. First of all, we need to understand the file type used for lighting and where it can be found. | The Dark Souls 3 lighting system is really unique and complicated to mess with, so here it is a tutorial teaching you the basics on how to modify it. First of all, we need to understand the file type used for lighting and where it can be found. | ||
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| Let’s start talking about the LIGHT section, what exactly it does? Well, this category will deal with the position of the light’s direction, the color it will use, the strength of that color, the strength of the light’s reflection and the SSAO of it. | Let’s start talking about the LIGHT section, what exactly it does? Well, this category will deal with the position of the light’s direction, the color it will use, the strength of that color, the strength of the light’s reflection and the SSAO of it. | ||
| - | < | + | < |
| [LIGHT ANGLE] | [LIGHT ANGLE] | ||
| <param name1=" | <param name1=" | ||
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| The bold numbers above are, in order, the Y Axis and the X Axis of the light’s angle. | The bold numbers above are, in order, the Y Axis and the X Axis of the light’s angle. | ||
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| [LIGHT COLOR] | [LIGHT COLOR] | ||
| <param name1=" | <param name1=" | ||
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| **RED/ | **RED/ | ||
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| [LIGHT REFLECTION COLOR] | [LIGHT REFLECTION COLOR] | ||
| <param name1=" | <param name1=" | ||
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| **RED/ | **RED/ | ||
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| [LIGHT REFLECTION STRENGTH] | [LIGHT REFLECTION STRENGTH] | ||
| <param name1=" | <param name1=" | ||
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| Now that I have presented the 5 main observations of what controls some characteristics of the LIGHT, I will need you to make a mental effort to understand one point, let's imagine the following: | Now that I have presented the 5 main observations of what controls some characteristics of the LIGHT, I will need you to make a mental effort to understand one point, let's imagine the following: | ||
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| <param name1=" | <param name1=" | ||
| <value id=" | <value id=" | ||
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| In this part of gparam, we have the colour of some ID lighting: | In this part of gparam, we have the colour of some ID lighting: | ||
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| Value id=" | Value id=" | ||
| </ | </ | ||
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| Sounds confusing but imagine you are editing a piece of mapstudio map, there are two sections of information where you can set these ids | Sounds confusing but imagine you are editing a piece of mapstudio map, there are two sections of information where you can set these ids | ||
| - | < | + | < |
| LightSetID | LightSetID | ||
| FogParamID | FogParamID | ||
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| Now let's imagine the following, each Value ID has 4 lights that can be directed and configured. | Now let's imagine the following, each Value ID has 4 lights that can be directed and configured. | ||
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| < | < | ||
| < | < | ||
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| They seems to be pretty much the same thing, but they arent. Take a look at this: | They seems to be pretty much the same thing, but they arent. Take a look at this: | ||
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| < | < | ||
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| Every light will always have Light color 0 and Light color 1 active and visible, but near the end of this portion of the XML that takes care of the light part you will find | Every light will always have Light color 0 and Light color 1 active and visible, but near the end of this portion of the XML that takes care of the light part you will find | ||
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| <param name1=" | <param name1=" | ||
| <value id=" | <value id=" | ||
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| It will follow a similar structure to the light part, much of this you will have to test and experience personally. | It will follow a similar structure to the light part, much of this you will have to test and experience personally. | ||
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| <param name1=" | <param name1=" | ||
| <value id=" | <value id=" | ||
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| **RED/ | **RED/ | ||
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| <param name1=" | <param name1=" | ||
| <value id=" | <value id=" | ||
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| Basically changing the Fog-Dist will manage the horizontal distance from the fog to the player. On the other hand, Fog-heightDist will do the same but vertically. | Basically changing the Fog-Dist will manage the horizontal distance from the fog to the player. On the other hand, Fog-heightDist will do the same but vertically. | ||
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| <param name1=" | <param name1=" | ||
| <value id=" | <value id=" | ||
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| The last two options, Fog-fogAlpha and Fog-fogContrast, | The last two options, Fog-fogAlpha and Fog-fogContrast, | ||
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| < | < | ||
| <value id=" | <value id=" | ||