RModder Posted March 4 Share Posted March 4 (edited) I think I understand how character and vehicle lighting is set up in the collision file. In the coleditor program, for each individual polygon, you can set the level of illumination of the objects standing on it. Moreover, as it turned out, you can adjust both daylight and night illumination (as with the preliminary lighting of the dff model). If you open the cst file, you will see that for each polygon, the illuminance is encoded with a value within one byte, that is, from 0 to 255 (an 8-bit number). Experimentally, I found out that the lower 4 bits are responsible for the daytime illumination, and the older ones for the night. Thus, I came to the conclusion that the illumination of the collision has only 16 (0 - 15) gradations for the day and the same for the night. In-game test: I made a test model that has all lightning gradations on collision (lightning increases for each face): Спойлер Daytime results: The value ~0 ( bits 0000 . 0000 ) maximum dark The value ~240 ( bits 1111 . 0000 ) maximum dark The value ~15 ( bits 0000 . 1111 ) maximum bright The value ~255 ( bits 1111.1111 ) maximum bright Спойлер Results at nighttime: The value ~0 ( bits 0000 . 0000 ) maximum dark The value ~240 ( bits 1111 . 0000 ) maximum bright The value ~15 ( bits 0000 . 1111 ) maximum dark The value ~255 ( bits 1111 . 1111 ) maximum bright I hope it will be useful for somebody Edited March 4 by RModder little fix Link to comment Share on other sites More sharing options...