by Patr1ck on Sat Jan 14, 2006 10:18 am
eda, yes its possible to edit jersey lighting apart from player lighting. There are 3 files in the sgsm directory with the extension ubr. You can open them in notepad and they contain values for diffuse lighting(don't touch) and specular lighting, how intense the light is and how much space on a player/jersey is lighted.
You can also change the color of the lighting.
lit5on5.ubr is the file for 5 on 5 action.
litcz.ubr is the file for front end lighting(create-a-player).
litdunk.ubr is the lighting for the dunk contest and possibly the 3 point contest.
Here's some of the lines in the lit5on5.ubr file, which contains values for lighting of all skin types, jerseys, accessories, coaches, referees, the ball, and some other things I haven't messed with.
<dataobject name="SkinDiffuse_3" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_3" type="Vector" value="{X=0.900, Y=0.900, Z=0.900}" />
<dataobject name="SkinSpecularPower_3" type="Vector" value="{X=20.00000, Y=20.00000, Z=20.00000}" />
<dataobject name="SkinDiffuse_4" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="SkinSpecular_4" type="Vector" value="{X=0.90000, Y=0.90000, Z=0.90000}" />
<dataobject name="SkinSpecularPower_4" type="Vector" value="{X=20.00000, Y=20.00000, Z=20.00000}" />
<dataobject name="UniformDiffuse" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="UniformSpecular" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.0.00000}" />
<dataobject name="UniformSpecularPower" type="Vector" value="{X=24.00000, Y=24.00000, Z=24.00000}" />
<dataobject name="AccessoryDiffuse" type="Vector" value="{X=1.000000, Y=1.000000, Z=1.000000}" />
<dataobject name="AccessorySpecular" type="Vector" value="{X=0.300000, Y=0.300000, Z=0.300000}" />
<dataobject name="AccessorySpecularPower" type="Vector" value="{X=16.00000, Y=16.00000, Z=16.00000}" />
Quick tutorial - If you take the values of skindiffuse_4 and change the x,y,and z values to 2 it will look as if you have lighting turned off for that skintype. If you change them to 0, the player looks like charcoal(I don't touch diffuse lighting because I don't see any improvement). The second line of each category is how intense the specular lighting is. If you change the skinspecular_# x,y, and z values to 2 or 3, the players look very shiny like chrome or something. I have my specular at .900 for all players. If any of the x, y, and z values are different from one another(only on the same line) the color of the lighting will be different. The specularpower setting controls how big of an area on the player/unfiorm will be lit. But, when you decrease the x, y and z values the area actually gets bigger on the player/uniform. I chose a value of 24(default 32) for uniforms to make the area a bit bigger.