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tutorial:modifying-gparams

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tutorial:modifying-gparams [2025/02/26 02:15] admintutorial:modifying-gparams [2025/02/26 02:16] (current) admin
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 | Enable |  | | Enable |  |
 | VolumeWidth | Controls smoothness of the fog. Higher value = smoother. This can take a big toll on video memory. Mostly apparent around light sources. | | VolumeWidth | Controls smoothness of the fog. Higher value = smoother. This can take a big toll on video memory. Mostly apparent around light sources. |
-| VolumeDepth | Controls smoothness of the fog. Higher value = smoother. This can take a big toll on video memory. Mostly apparent around light sources. +| VolumeDepth | Controls smoothness of the fog. Higher value = smoother. This can take a big toll on video memory. Mostly apparent around light sources. Low depth/width volumetric fog interacting w/ .btl light. | 
-[[image 1245620_20230616234004_1.png size="small"]] Low depth/width volumetric fog interacting w/ .btl light. | +| GameScale | Affects width/depth. It seems there's a ratio of some kind like (VolumeWidth + VolumeDepth) / (GameScale) = overall fog scale resolution. |
-| GameScale | Affects width/depth. It seems there's a ratio of some kind like +
-(VolumeWidth + VolumeDepth) / (GameScale) = overall fog scale resolution. |+
 | NearDepth | Volume depth near the camera. Approx within 1 meter. | | NearDepth | Volume depth near the camera. Approx within 1 meter. |
 | FarDepth | Volume depth far from the camera. 1 meter+. Again, your GPU will catch on fire if you make these values really high. | | FarDepth | Volume depth far from the camera. 1 meter+. Again, your GPU will catch on fire if you make these values really high. |
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 ==== Collisions ==== ==== Collisions ====
-Lastly, you can use collisions on the map to invoke a GParam. Open [*https://github.com/soulsmods/DSMapStudio Map Studio] and load a map that you want to edit (underworld maps and legacy dungeons are the easiest to start with due to rarely using weathers). You will be editing a collision that activates the GParam. In order to find the correct collision, the workflow is as follows:+Lastly, you can use collisions on the map to invoke a GParam. Open [[https://github.com/soulsmods/DSMapStudio Map Studio]] and load a map that you want to edit (underworld maps and legacy dungeons are the easiest to start with due to rarely using weathers). You will be editing a collision that activates the GParam. In order to find the correct collision, the workflow is as follows:
   * click on an entity such as an asset or enemy that is in the area you're changing   * click on an entity such as an asset or enemy that is in the area you're changing
   * in the properties tab on the right-hand side, scroll down until you see "Objects referencing this object:"   * in the properties tab on the right-hand side, scroll down until you see "Objects referencing this object:"
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 Click on the collision you want to edit and scroll down on the properties to find "Gparam". You'll see parameter fields such as LightSetID, transition time, and 4 fields for SubIDs. Let's use Leyndell, Ashen Capital as an example (map ID m11_05_00_00). If you take a look at the GParams for this area, they're named "m11_05_0000" and have a sub id that go as high as 900 (m11_05_0900). These SubIDs are how the GParam is assigned to a collision. If we wanted to use GParam m11_05_0800 for a certain collision, we would put the value "8" in the GparamSubID_Base field.  Click on the collision you want to edit and scroll down on the properties to find "Gparam". You'll see parameter fields such as LightSetID, transition time, and 4 fields for SubIDs. Let's use Leyndell, Ashen Capital as an example (map ID m11_05_00_00). If you take a look at the GParams for this area, they're named "m11_05_0000" and have a sub id that go as high as 900 (m11_05_0900). These SubIDs are how the GParam is assigned to a collision. If we wanted to use GParam m11_05_0800 for a certain collision, we would put the value "8" in the GparamSubID_Base field. 
-[[f<image https://cdn.discordapp.com/attachments/707334400567803994/1132705282338848810/image.png]]+
 The numbers at the beginning of the GParam name (m11_05 in this example) are how the GParam is "assigned" to a certain map. Feel free to look at various vanilla collisions to see how the GParams are assigned.  The numbers at the beginning of the GParam name (m11_05 in this example) are how the GParam is "assigned" to a certain map. Feel free to look at various vanilla collisions to see how the GParams are assigned. 
 Keep in mind that overworld areas are much trickier to tune to your liking because there are dozens of weather events changing GParams constantly. Keep in mind that overworld areas are much trickier to tune to your liking because there are dozens of weather events changing GParams constantly.
tutorial/modifying-gparams.1740536108.txt.gz · Last modified: by admin