TUTORIAL How to make any room becomes night (PS2)
Oct 21, 2021 3:31:56 GMT 10
kTeo, LeonEx, and 2 more like this
Post by HardRain on Oct 21, 2021 3:31:56 GMT 10
Hey there, guys.
If you ever tried to create a darker scenario in PS2 version, you know that even putting every value at zero it does not gets dark enough, and if you also tried to import a LIT file from another room (like night rooms), you maybe noticed that it doesn't work very well, and sometimes the result is even inverse, this is an example:
r11d LIT imported to r101
So I will be sharing a simple and fast solution.
***IMPORTANT NOTE: if you are using PCSX2 for testing, you MUST change video renderer to SOFTWARE mode in the GS plugin / Video Settings, or else there will be very different results when you play at the console.
- - - - - -
First of all, you will need to open your original room LIT file at HxD, then null (put 00) every byte after the F4, those are pointers for light groups:
After that, you will need to null (put 00) the shaders bytes, which is located after all zeroes, and take a good look at the pic below:
This is all the values you will need to understand to make it work.
Thanks to Re-Play games for helping me identifying some of them.
You can test if your room gets darker by lowering the room colors bytes, but if that is not enough, you will need to edit the overall fog, which is the definitive solution.
Take a look at the previous image again and notice the fog parameters, then follow these tips:
00 C0 FA C5 = Fog amount / density
Usually we change the last byte only from C3 to C9, this is how much fog there will be in the room, C3 is less intense fog, C9 is very intense fog, you'll know what I'm talking about when you try it, so make tests.
C0 E2 56 48 = Fog distance (this also changes distance where room models are rendered in screen)
This is how close the fog will be to Leon, this value is inverse, so the smaller the last byte, the closer it will be. Recommended values are from 44 (very close) to 49 (very far).
71 6C 5A 64 = Fog color (RGBA)
These are the magic bytes that controls the RED, GREEN, BLUE and ALPHA color channels, if you want a really dark room, put something like 02 02 02 A0 (that will be extemely dark depending on the fog density value). You can easily define room darkness by changing the Alpha byte and making tests.
Mr.Curious has a nice explanation for this in his tutorial here, that is where I learned almost everything.
If after all these changes Leon doesn't get dark together, you can change the values shown at the image above, it works the same way for every room.
Follow all the tips shown at the previous image, then you're good to go.
- - -
This is the result you get, if done correctly:
This is r101, village daytime.
Note that you can improve it, make it darker or Leon brighter, this image is just an example.
I hope I helped you with these quick tips, if you have any doubt about it or want to add something more, just post here, I will be happy to interact!
If you ever tried to create a darker scenario in PS2 version, you know that even putting every value at zero it does not gets dark enough, and if you also tried to import a LIT file from another room (like night rooms), you maybe noticed that it doesn't work very well, and sometimes the result is even inverse, this is an example:
r11d LIT imported to r101
So I will be sharing a simple and fast solution.
***IMPORTANT NOTE: if you are using PCSX2 for testing, you MUST change video renderer to SOFTWARE mode in the GS plugin / Video Settings, or else there will be very different results when you play at the console.
- - - - - -
First of all, you will need to open your original room LIT file at HxD, then null (put 00) every byte after the F4, those are pointers for light groups:
After that, you will need to null (put 00) the shaders bytes, which is located after all zeroes, and take a good look at the pic below:
This is all the values you will need to understand to make it work.
Thanks to Re-Play games for helping me identifying some of them.
You can test if your room gets darker by lowering the room colors bytes, but if that is not enough, you will need to edit the overall fog, which is the definitive solution.
Take a look at the previous image again and notice the fog parameters, then follow these tips:
00 C0 FA C5 = Fog amount / density
Usually we change the last byte only from C3 to C9, this is how much fog there will be in the room, C3 is less intense fog, C9 is very intense fog, you'll know what I'm talking about when you try it, so make tests.
C0 E2 56 48 = Fog distance (this also changes distance where room models are rendered in screen)
This is how close the fog will be to Leon, this value is inverse, so the smaller the last byte, the closer it will be. Recommended values are from 44 (very close) to 49 (very far).
71 6C 5A 64 = Fog color (RGBA)
These are the magic bytes that controls the RED, GREEN, BLUE and ALPHA color channels, if you want a really dark room, put something like 02 02 02 A0 (that will be extemely dark depending on the fog density value). You can easily define room darkness by changing the Alpha byte and making tests.
Mr.Curious has a nice explanation for this in his tutorial here, that is where I learned almost everything.
If after all these changes Leon doesn't get dark together, you can change the values shown at the image above, it works the same way for every room.
Follow all the tips shown at the previous image, then you're good to go.
- - -
This is the result you get, if done correctly:
This is r101, village daytime.
Note that you can improve it, make it darker or Leon brighter, this image is just an example.
I hope I helped you with these quick tips, if you have any doubt about it or want to add something more, just post here, I will be happy to interact!