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Lighting player homes


greyday01

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Not really, the best thing to do is make the lighting work well with your setup, if you publish it put your setup in the description so if anyone wants it exactly as the screenshots the info is there.

 

Some people use particle lighting with either ENB or Community Shaders, these lights are separate from the games bulb lights so if you place a bulb to light a fireplace the embers mesh will already be casting light as well so you will end up with light that's too bright.

 

If you need better than the games abysmal lighting engine then use Community Shaders - Light Limit Fix, it revived the home I'm working on, there is virtually no limit for non portal strict bulbs. The day cycle went from 12 bulbs (maxed, 1 more of any position or radius triggered the flicker) to 145 bulbs. You can set up separate day/night lighting with a script attached to a 'master bulb' then parent everything to said master, you can swap out flame/no flame meshes as well as bulbs to give your cell some realism.

 

If you need any help with lighting feel free to PM me :)

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