Hello Players,

A couple of months ago on Discord, we announced that some of the devs were looking at adjusting the lighting in the game. Example of lighting, is the light that emulates from a light post, street light, flames, etc.

A good example, is some of the light posts along roads. They were mainly decorative, but didn't actually produce a very noticeable light source. If you walked up and pressed your nose against the post, you could see a very small amount of light on your face.

To be more realistic, a light source should cause light to appear around the source at least several meters, including the ground and any characters.

Some of us, with some free time have compiled a sample package for you to check out and maybe add some delight to your game playing experience. But it isn't fully complete. As is, I think it's a nice little addition, but you can be the judge of that. Perhaps you might tweak some values and produce even better effects. If you do, please share!

Also note, the .zip, as is, is a steady light source. Inside some of the folders is another .zip file with the name "flicker" in it. This would cause a flickering effect of flames. Something else that can be looked at, if you wish (unzip the included .zip's with flicker in the name, to see those effects). But the .zip, as is, works.


A couple of screenshots of before and after (left is before, right is after):






The best way to test these is in the dark.

There is a little bonus visual effect, but doesn't actually make a light source. Check out rays that appear at some of teleporter pads.

To set your game to be complete night (and stay night a very long time, type /st 0 300000 in the chat bar (don't worry day/night timers resets back to normal your next login).

Beware, some players may have disabled night/day (sun/moon) by turning environmentsystemEffects off. To turn it back on to normal, type /setpref environmentSystemEffects true

Download: http://istariareference.com/mirror/l...2017.06.02.zip and unzip anywhere in your resources_override folder.


Just note that we are still slowly moving to Unreal, that this won't be a huge investment of time (better spent with that). But at least, in the meantime, we can still teach an old dog new tricks