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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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On this page
  • Light
  • Parameters of the light block
  • Parameters for unit highlighting
  • Sky
  • Weather settings
  • Wind
  • Haze
  • Weather
  • Thunder
  • Additional visual effects
  • Video Overlay
  • Lens Flare
  • Post Process
  • Eye Adaptation
  • Tone Mapping
  • Glare
  • Blue Shift
  • Depth of Field
  • SSAO
  • LUT
  • Local Light sources
  1. Editor
  2. Environment Editor

Setting Environment preset parameters

Description of Parameters in the Environment Editor window [F6]

Last updated 7 days ago

The Environment Editor window can be opened by pressing the F6 key

Light

Parameters of the light block

Parameter
Description
Note

direction

Direction from which the Sun shines

ambient

Color of ambient light

Parameter for Phong only

ambient_intensity

Intensity of ambient light

Parameter for Phong only

diffuse

Color of sunlight

diffuse_intensity

Intensity of sunlight

specular_intensity

Intensity of specular highlights

environment_intensity

Intensity of sky lighting

Parameter for PBR only

lights_intensity

Intensity multiplier for local light sources

envmap_amount

Sky lighting brightness in some schemes

night

Day or night for gameplay

night_vision

Night vision range multiplier for soldiers

color_saturation

Color saturation with values [0..2]: 0 - gray; 1 - normal; 2 - oversaturated

fx_additive_intensity

Intensity for additive effects

fx_blend_intensity

Intensity for blend effects

The Sun's position on the sky texture and the light direction must match. The Sun's position is adjusted in the sky block using the relative_rotation parameter.

Parameters for unit highlighting

Used to highlight active units on the map (own/allied/enemy) to make them clearly visible.

Unit highlighting works by modifying the main light source settings (Sun) and adding additional lighting.

Pros: units are clearly visible on the map Cons: disrupts normal lighting

Highlight option

Highlight units can be toggled in the Options:

  1. Open the Game tab.

  2. Check the Highlight units box.

Highlight units can be toggled in the Options:

  1. Open the Game tab.

  2. Check the Highlight Units box.

Highlight parameters in the Environment preset

  • ambient_bounced

  • rim_intensity

  • rim_glossiness

Parameter
Description
Value Range

brightness

Used to calculate ambient/diffuse in the new light source for unit highlighting. Base colors are taken from light/ambient and light/diffuse

[0..100]

ambient_bounced

Light comes from below and sides. Base color - light/ambient

[0..100]

rim_intensity

Light intensity perpendicular to the camera direction, highlighting object contours

[0..1]

rim_glossiness

How sharp or blurred the highlight spot edges are

[0..1]

highlight_brightness

New ambient when hovering over a unit. Base color - light/ambient

[0..100]

Brightness value ranges for the brightness, ambient_bounced, highlight_brightness parameters:

Value Ranges
Description

0

Black color

[1..49]

Midway between black and base color

50

Does not change the base color

[51..99]

Midway between base color and white

[100]

Shift towards white

Sky

The parameter block for configuring the sky.

The position of the Sun on the sky texture and the light direction must match.

Parameter
Description
Note

enable

Enabled/Disabled

mesh

Sky model

Different models can be used, but it is recommended to use the sky_farspace model.

In the sky_farspace model:

- alpha is used for smooth transition into haze;

- parameters from the sky material are output to the sky block;

- the second set of UVs can be used for clouds.

color

Color for tinting the sky texture

Default is white

global_environment

Main sky texture

relative_rotation

Sky rotation, in radians

textures/clouds_mask

Mask for gradually fading clouds to zero visibility

It is recommended to make the texture in RF16 format to avoid banding. The mask works well, and it is recommended not to change it.

textures/clouds

Texture of clouds floating in the sky

clouds_scale

Scale of the clouds

clouds_pan_y

Speed of cloud movement across the sky along the y-axis

clouds_pan_x

Speed of cloud movement across the sky along the x-axis

clouds_opacity

Cloud density

[0..1]

clouds_opacity2

Cloud density

[0..1]

clouds_color

Tint of the clouds

clouds_color_luminosity

Brightness of the clouds

environment_luminosity

Sky brightness multiplier

tone

Overall tint of the sky and clouds

tone_luminosity

Overall brightness multiplier for the sky and clouds

global_luminosity

Overall brightness multiplier for the sky and clouds

haze_falloff_start

Start of fog application at the lower edge of the sky

haze_falloff_end

End of fog application at the lower edge of the sky

haze_falloff_power

Fog intensity

To prevent the color from degrading into white or gray, its brightness should be in a wide range. For this, HDR textures are used for the sky.

Sky brightness can be adjusted with the global_luminosity parameter or by changing the brightness in the texture itself.

Recommended ranges for HDR sky textures:

  • bright areas: [1.0..2.0]

  • dark areas: [0.001..0.01]

Weather settings

Wind

Creating wind effect in the game.

Wind parameters:

direction

Wind direction. Affects the direction of visual effects (vfx) and the swaying direction of trees

power

Wind strength is measured on the Beaufort scale:

  • 0: No wind (calm)

  • 10: Storm-level wind strength

*Values above 10 are not used in the wind settings.

Haze

Creates a fogging effect at the edges of visibility. Used to hide objects beyond the visibility range and at the edges of the map.

Haze parameters:

enabled

Enabled/Disabled

color

Haze color

intensity

Fog brightness. Also used for HDR sky. To avoid fog glowing, this parameter should be reduced

start

Start of the haze in game units

end

Maximum haze density in game units

Weather

Includes weather effects such as snow or rain.

Weather parameters:

enable

Toggles weather effects on/off

density

Density of the weather effects

rain

Indicates whether it is raining

fx

Specifies the visual effect to display

sound

Selects the sound effect (sfx) for weather phenomena like rain or snow

Thunder

Thunder and lightning effects.

Thunder parameters:

enable

Enables/disables thunder and lightning

interval

Range for random selection of thunder and lightning intervals, in seconds

color

Color of the lightning

sound

Sound to be played after a lightning strike

Additional visual effects

Video Overlay

Video Overlay refers to the process of displaying a video on top of the existing visual content. This means that the video appears superimposed on the current game or application visuals. It is used for various purposes, such as adding special effects, informational videos, or cinematic sequences without interrupting the main content.

enable

Enables/disables the video overlay

file

Path to the video file to be overlaid

color

Tint color for the video overlay

Lens Flare

Lens Flare refers to visual artifacts that occur when a bright light source, such as the sun, shines directly into a camera lens, causing light to scatter and create various shapes and patterns. In a game engine, lens flare effects are used to simulate this phenomenon, adding realism and visual appeal to scenes where the sun or other bright light sources are present. This effect can enhance the immersive experience by mimicking how cameras and the human eye perceive intense light sources.

enable

Enables/disables the lens flare effect

preset

Name of the configuration file with sprites located in the resource\set\lens_flare folder

brightness

Brightness of the lens flare effect

fade

Time for the lens flare effect to appear when sunlight is on the screen and disappear when the sun is off the screen

Post Process

Post-processes in lighting are effects and techniques applied after the main scene rendering to enhance the visual quality of lighting, add realism, and stylize the image.

Eye Adaptation

Automatic brightness adjustment of the image

Parameter
Description

enabled

Enabled/disabled

target_exposure

Increase/decrease the image brightness before applying the tone mapping curve

exposure_min

Minimum exposure value, below which the image brightness will not decrease. Maintains dark scenes properly dark

exposure_max

Maximum exposure value, above which the image brightness will not increase. Helps prevent overexposure and detail loss in bright scenes. Can be used to create controlled-bright effects.

rate

Brightness adaptation speed

fix_exposure

Ignore image brightness data for exposure calculation

fix_whitepoint

Ignore image brightness data for white point calculation. Does not work with ACES tonemapper

The exposure_min and exposure_max parameters are used to control the brightness range of the scene during automatic exposure adaptation (eye adaptation). These parameters help maintain the visual integrity of the scene under various lighting conditions.

Tone Mapping

Tone Mapping is the process of converting HDR brightness range to LDR range for proper display on standard screens. HDR images contain a wider range of bright and dark values than standard displays can reproduce. Tone Mapping helps preserve details and contrast in these images when displayed on a screen.

Parameter
Description
Note

enabled

Enables or disables the use of tonemapper. If disabled, colors in the [0..1] range are directly output to the screen

aces

Enables the standard ACES tonemapper, which emulates film shooting. In ACES mode, all curve parameters are ignored.

Should be enabled in lighting presets for MoWII.

When the aces option is disabled, the manual tone mapping parameters become available.

Histogram Explanation:

  • Toe: The lower bend of the curve

  • Shoulder: The upper bend of the curve

  • Linear: The straight part connecting the toe and shoulder

The tone mapping curve parameters

Parameter
Description
Note

white_point

Intensity of the HDR scene corresponding to white in the resulting LDR image

linear_angle

Slope of the linear part of the curve

Contrast in midtones

shoulder_length

Defines the shape of the shoulder

Contrast in highlights

shoulder_strength

Defines the steepness of the shoulder

Contrast in highlights

toe_numerator and toe_denominator

Define the shape of the toe

Contrast in shadows

toe_strength

Defines the steepness of the toe

Regulates contrast in shadows

The influence of each parameter on the output brightness overlaps. For example, adjusting the toe parameter will also affect the midtones, while adjusting the shoulder_strength will affect the entire curve to varying degrees. Therefore, a sequential adjustment of a series of parameters is necessary (white_point -> linear_angle -> shoulder -> toe).

During the adjustment process, there may be situations where intermediate parameter changes result in incorrect image display, making it difficult to evaluate their impact. Therefore, the editor includes a histogram feature that displays the range of incoming brightness and the function of converting HDR to LDR. This helps visualize the impact of parameters on the tone mapping process during intermediate adjustment stages. The histogram components in the editor can be enabled via console commands.

Console command parameters for histogram

Console Command
Description
Note

v_hdrHistogramOn [0 | 1]

Disables/Enables the histogram display

Default is 0

v_hdrHistogramLinearRange

Sets the scale of incoming brightness

0 - linear, 1 - logarithmic (default is 0)

v_hdrHistogramFixedLumRange

Maximum incoming brightness

Default is 0, which sets the maximum scale equal to the scene's maximum brightness if adaptation is enabled. Otherwise, the maximum brightness of the scene must be set manually using this command.

v_hdrHistogramScaleBinHeight

Scales the height of the histogram bins

0 - no scaling

Glare

Glare around bright areas of the screen

Parameter
Description

threshold

Brightness threshold above which glare appears

scale

Glare intensity adjustment

Blue Shift

The image becomes gray in unlit areas, useful for night maps

Parameter
Description

enabled

Enable/Disable

threshold

Brightness threshold at which the transition to gray starts

Depth of Field

Simulates the work of a camera.

Parameter
Description

enable

Enable/Disable

focus

Distance from the camera to the center of the focus area

width

Width of the focus area

far

Distance from the far edge of the focus area

near

Distance from the near edge of the focus area

blur

Level of blurriness for areas outside the focus zone

smooth

Smooth transition between sharp and blurry areas

SSAO

SSAO stands for Screen Space Ambient Occlusion. It emulates shadowing at surface intersections.

Parameter
Description

enable

Enable/Disable

standard

Standard or extended parameters

LUT

Instead of brightness, contrast, saturation, and tone modifiers, image adjustment is implemented via texture.

The reference texture that does not alter colors when used is called lut_default.tga.

Local Light sources

The brightness of local light sources is influenced by the global light_intensity parameter. The brightness parameters are multiplied when calculating the resulting brightness of local light sources.

Parameter
Description
Value Range

intensity

Sets the brightness of the center of the light

radius

How far the light reaches

compression

Compression of the attenuation curve towards the center

2..100 (default is 2)

Examples of attenuation curves

  • X-axis: normalized distance from 0 to 1 to the center

  • Y-axis: normalized intensity from 0 to 1

compression = 2

compression = 16

compression = 100

Parameters that do not work for :

Tool for converting HDRI textures to cubemap versions: .

Achieving the desired effect is usually possible by adjusting the target_exposure parameter in the block or using .

HDRI to CubeMap
eye_adaptation
LUT
PBR
Weather settings
Example of configuring tone mapping parameters in the Environment Editor