Total War: WARHAMMER III

Total War: WARHAMMER III

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3D Porthole Lighting Fix
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graphical
Tags: mod
File Size
Posted
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65.654 KB
21 Sep, 2023 @ 10:14am
14 Jun @ 5:54am
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3D Porthole Lighting Fix

Description
Praise Sigmar! CA have finally addressed 3D portholes with their 5.0 update, and I would say they now look a damned sight better than at launch. That being said, I will continue to keep this mod updated for those who prefer it to vanilla. Thank you to everyone for the kind words of appreciation!

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Original:
At long last, the beleaguered inhabitants of Warhammer III have discovered a cure for their collective depression and no longer feel/look so darned blue all the time!

This mod adjusts some color and lighting values for 3D portholes to get rid of the pervasive blue-purple tint. The result isn't quite an exact approximation of WH1's high-contrast portholes nor of (post-update) WH2's lighting but somewhere in between. Therefore, while for instance the Fay Enchantress now looks a bit more, hmm... "radiant" than usual, it is possible to achieve deeper shadows or more subdued luminosity in your 3D portholes if such is your desire. To do so, open this packfile using RPFM and tweak the ambient cube B/G/R values as well as the tone mapping brightness and burn values to your satisfaction. A screenshot displaying vanilla WH3's values is visible above as a reference.

This is my first mod, so I will do my best to answer any questions in the comments.
82 Comments
Khazukan Kazakit-ha! 15 Apr @ 8:16am 
ok, thanks!
DaciaJC  [author] 14 Apr @ 8:21pm 
@Khazukan Kazakit-ha! : it's not exactly "needed" anymore since CA made substantial changes/improvements to 3D portholes with the 5.0 update (the comparison image in the mod description is no longer representative of the current state of the game, I'm just too lazy to change it out). However, the skin tones in vanilla still look a little off to me, now with a reddish rather than blue tint in most cases, so I keep the mod available for those who prefer it to CA's portholes.
Khazukan Kazakit-ha! 9 Apr @ 5:00am 
is this still needed?
iposkakali 5 Nov, 2024 @ 9:04pm 
@DaciaJC: Thanks for the answer, but it seems this table is responsible for the porthole in battle. And not on the global map.
DaciaJC  [author] 4 Nov, 2024 @ 9:31am 
@iposkakali : I think you'll find those types of values under db.pack > unit_porthole_camera_settings_tables. Cross-reference with main_units_tables, which has a column listing which porthole camera a given character or unit uses.
iposkakali 4 Nov, 2024 @ 5:15am 
Sorry for being off topic, but maybe you know the name of the table for changing the view range in the character's porthole on the campaign map?
Smaug 31 Aug, 2024 @ 8:18am 
Highest honor to have CA try to obsolete your mod.
DaciaJC  [author] 26 Jul, 2024 @ 12:03pm 
@Superbed2 : thank you for the reminder, should show as updated now.
Superbed2 20 Jul, 2024 @ 12:01am 
update?:mhwhelp:
Wei 3 May, 2024 @ 9:21am 
Hopefully one day they can all get subsurface scattering so their skin is less plasticy