How to make a night-time emerald coast

Discussion in 'Engineering & Reverse Engineering' started by Dude, Aug 13, 2009.

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  1. Dude

    Dude

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    [​IMG]

    Its not the lighting data I found just yet - this effect is achieved by editing the fog data for emerald coast, found at 11116000 (dec) in the exe, and 0E99DC4 in ram while the game is running. The fog data works like so:

    Code (Text):
    1. Fog struct 0x10 bytes
    2. float layer; // default (-1)
    3. float dist; // distance, negative
    4. dword BGRA; // self-explanatory
    5. dword bool_toggle; // 0 = off, 1 = on
    Values I used to simulate 'night'

    layer: -1
    dist: -200
    B: 00
    G: 00
    R: 00
    A: 255
    bool_toggle: 1

    I haven't been able to find a pointer to this data yet, but its in the level header area just past the view distance and skybox layer settings. Those occur just after the geometry loading cue so if you poke around abit you could find these values for other levels.
     
  2. Sik

    Sik

    Sik is pronounced as "seek", not as "sick". Tech Member
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    being an asshole =P
    I assume that changing the skybox texture would be a good idea as well :P

    But yeah, this is neat :O I assume that using other fog colors even more epic things could be achieved? :P

    Also wait, alpha = 256? Sure?
     
  3. Dude

    Dude

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    <!--quoteo(post=340366:date=Aug 13 2009, 03:08 PM:name=Sik)--><div class='quotetop'>QUOTE (Sik @ Aug 13 2009, 03:08 PM) <a href="index.php?act=findpost&pid=340366">[​IMG]</a></div><div class='quotemain'><!--quotec-->I assume that changing the skybox texture would be a good idea as well :P

    But yeah, this is neat :O I assume that using other fog colors even more epic things could be achieved? :P

    Also wait, alpha = 256? Sure?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sorry, 255. I'm retarded. BGRA values are one byte each.
     
  4. SF94

    SF94

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    Very interesting, looks like it'd be fun to mess with.
     
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