Hi,
I have a question, why does this look so weird?
It should change lighting in regions, for example in a cave it will get darker.
The place is uncopylocked.
I hope someone of you can help me!
Thanks ![]()
Hi,
I have a question, why does this look so weird?
It should change lighting in regions, for example in a cave it will get darker.
The place is uncopylocked.
I hope someone of you can help me!
Thanks ![]()
Yes, im sure.
ScreenShots not right now, but i want to achieve that when you walk into one of the two parts the lighting changes, the water properties, the terrain colors and some lighting effects change.
Then a follow up question, as it’s already uncopylocked can you send the script(s) on here and
preformatted the text while you’re at it, to make it easy to read. (put 4 spaces in front of each line)
Mhm, there’s a script in Terrain. 
Edit: Delete the script if it’s unknown for you. (Mark as solution if it solved)
The script is from a Plugin…
Here are the scripts:
ModuleScript With Settings in it(in StarterPlayerScripts)
local lighting = game.Lighting
local terrain = workspace.Terrain
local LightingSettings = {
--|| Sumpf ||--
Sumpf = {
Lighting = {
["FogEnd"] = 200;
["FogStart"] = 0;
["FogColor"] = Color3.new(32, 71, 0);
};
LightingEffects = {
["TintColor"] = Color3.new(203, 255, 205);
};
TerrainSettings = {
["WaterColor"] = Color3.new(4, 92, 0);
["WaterReflectance"] = 0.25;
["WaterTransparency"] = 0.02;
["WaterWaveSize"] = 0;
["WaterWaveSpeed"] = 3;
};
};
--|| Standard ||--
Standard = {
Lighting = {
["FogEnd"] = lighting.FogEnd;
["FogStart"] = lighting.FogStart;
["FogColor"] = lighting.FogColor;
} ;
LightingEffects = {
["TintColor"] = lighting.RegionColorCorrection.TintColor;
};
TerrainSettings = {
["WaterColor"] = terrain.WaterColor;
["WaterReflectance"] = terrain.WaterReflectance;
["WaterTransparency"] = terrain.WaterTransparency;
["WaterWaveSize"] = terrain.WaterWaveSize;
["WaterWaveSpeed"] = terrain.WaterWaveSpeed;
};
};
}
return LightingSettings
Local script inside Module script:
local LightingRegionsWorkspace = workspace.LightingRegions
local RegionSettings = require(script.Parent)
local Sumpf = RegionSettings.Sumpf
local Standard = RegionSettings.Standard
local sumpfPartName = "Sumpf"
local standardPartName = "Standard"
local ts = game:GetService("TweenService")
local tweenInfo = TweenInfo.new(3)
--|| Sumpf TweenGoals ||--
local sumpfTweenLightingGoals = {
FogColor = Sumpf.Lighting.FogColor,
FogEnd = Sumpf.Lighting.FogEnd,
FogStart = Sumpf.Lighting.FogStart
}
local sumpfTweenLightingEffectGoal = {
TintColor = Sumpf.LightingEffects.TintColor
}
local sumpfTweenTerrainGoals = {
WaterColor = Sumpf.TerrainSettings.WaterColor,
WaterReflectance = Sumpf.TerrainSettings.WaterReflectance,
WaterTransparency = Sumpf.TerrainSettings.WaterTransparency,
WaterWaveSize = Sumpf.TerrainSettings.WaterWaveSize,
WaterWaveSpeed = Sumpf.TerrainSettings.WaterWaveSpeed
}
--|| Normal TweenGoals ||--
local StandardTweenLightingGoals = {
FogColor = Standard.Lighting.FogColor,
FogEnd = Standard.Lighting.FogEnd,
FogStart = Standard.Lighting.FogStart
}
local StandardTweenLightingEffectGoal = {
TintColor = Standard.LightingEffects.TintColor
}
local StandardTweenTerrainGoals = {
WaterColor = Standard.TerrainSettings.WaterColor,
WaterReflectance = Standard.TerrainSettings.WaterReflectance,
WaterTransparency = Standard.TerrainSettings.WaterTransparency,
WaterWaveSize = Standard.TerrainSettings.WaterWaveSize,
WaterWaveSpeed = Standard.TerrainSettings.WaterWaveSpeed
}
local found = false
while wait(1) do
for i, v in pairs(LightingRegionsWorkspace:GetChildren()) do
for l, o in pairs(v:GetChildren()) do
if o:IsA("Part") then
found = false
local newRegion = Region3.new(o.Position - (o.Size/2), o.Position + (o.Size/2))
local parts = workspace:FindPartsInRegion3WithWhiteList(newRegion, game.Players.LocalPlayer.Character:GetDescendants())
for _, part in pairs(parts) do
if part:FindFirstAncestor(game.Players.LocalPlayer.Name) then
found = true
break
else
found = false
end
end
if found then
print("PlayerFoundInLightingRegion")
if o.Name == standardPartName then
local standardtween1 = ts:Create(game.Lighting, tweenInfo, StandardTweenLightingGoals)
local standardtween2 = ts:Create(game.Lighting.RegionColorCorrection, tweenInfo, StandardTweenLightingEffectGoal)
local standardtween3 = ts:Create(workspace.Terrain, tweenInfo, StandardTweenTerrainGoals)
standardtween1:Play()
standardtween2:Play()
standardtween3:Play()
break
elseif o.Name == sumpfPartName then
local standardtween1 = ts:Create(game.Lighting, tweenInfo, sumpfTweenLightingGoals)
local standardtween2 = ts:Create(game.Lighting.RegionColorCorrection, tweenInfo, sumpfTweenLightingEffectGoal)
local standardtween3 = ts:Create(workspace.Terrain, tweenInfo, sumpfTweenTerrainGoals)
standardtween1:Play()
standardtween2:Play()
standardtween3:Play()
break
end
end
end
end
end
end
The reason why the lighting looks so bright is because when you change the fogcolor, you are currently using Color3.new instead of Color3.fromRGB. “.fromRGB” will use the correct values. Replace all the Color3.new to Color3.fromRGB in your module script, and this should resolve the problem.
This is your fixed module script ![]()
local lighting = game.Lighting
local terrain = workspace.Terrain
local LightingSettings = {
--|| Sumpf ||--
Sumpf = {
Lighting = {
["FogEnd"] = 200;
["FogStart"] = 0;
["FogColor"] = Color3.fromRGB(32, 71, 0);
};
LightingEffects = {
["TintColor"] = Color3.fromRGB(203, 255, 205);
};
TerrainSettings = {
["WaterColor"] = Color3.fromRGB(4, 92, 0);
["WaterReflectance"] = 0.25;
["WaterTransparency"] = 0.02;
["WaterWaveSize"] = 0;
["WaterWaveSpeed"] = 3;
};
};
--|| Standard ||--
Standard = {
Lighting = {
["FogEnd"] = lighting.FogEnd;
["FogStart"] = lighting.FogStart;
["FogColor"] = lighting.FogColor;
} ;
LightingEffects = {
["TintColor"] = lighting.RegionColorCorrection.TintColor;
};
TerrainSettings = {
["WaterColor"] = terrain.WaterColor;
["WaterReflectance"] = terrain.WaterReflectance;
["WaterTransparency"] = terrain.WaterTransparency;
["WaterWaveSize"] = terrain.WaterWaveSize;
["WaterWaveSpeed"] = terrain.WaterWaveSpeed;
};
};
}
return LightingSettings
Thanks ![]()
I accualy wanted to try Color3.fromRGB.
But yea still thanks ![]()