diff --git a/EXE/Freelancer.exe b/EXE/Freelancer.exe index 0cab7901..85f34d11 100644 Binary files a/EXE/Freelancer.exe and b/EXE/Freelancer.exe differ diff --git a/EXE/remgfx.ini b/EXE/remgfx.ini index 3a6a0d12..cb3e5bbb 100644 --- a/EXE/remgfx.ini +++ b/EXE/remgfx.ini @@ -108,19 +108,19 @@ HeatHaze = 1.0 ShieldRefraction = 1.0 CloakRefraction = 1.0 TunnelDistortion = 1.0 -; R15 planet atmospheres: light scattering (a coloured rim on the day side, the opposite colour at -; the terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original -; atmosphere layer. AtmosphereColor: 1 = each planet's colour from its own surface texture (the -; mean colour: a desert planet gets an orange rim), 2 = from that atmosphere layer (its material's -; Dc), 0 = Earth's blue for every planet. The layer's Alpha sets the strength (a thin layer a weak -; atmosphere, a black or invisible layer none). AtmosphereSaturation = how strongly the pale -; colour is tinted (1 = as it is, higher = more colourful). AtmosphereDensity = thickness of the -; shell (higher = a thicker veil over the planet, 1 = the first R15 version) +; R15 planet atmospheres: light scattering like Earth's (blue rim on the day side, red at the +; terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original atmosphere +; layer. AtmosphereColor turns that blue to the planet's hue: 1 = the mean colour of its surface +; texture (a desert planet gets an orange rim), 2 = its atmosphere layer's colour (the material's +; Dc), 0 = Earth's blue for every planet. Grey and white planets keep the blue. The layer's Alpha +; sets the strength (a thin layer a weak atmosphere, a black or invisible layer none). +; AtmosphereSaturation = how colourful the turned colour is (1 = as Earth's blue). +; AtmosphereDensity = thickness of the shell (higher = a thicker veil, 1 = the first R15 version) Atmosphere = 1 AtmosphereStrength = 1.0 AtmosphereReplace = 1 AtmosphereColor = 1 -AtmosphereSaturation = 4.0 +AtmosphereSaturation = 1.0 AtmosphereDensity = 0.5 ; R14 soft particles: explosions, smoke and glows fade out where they meet ships and stations ; (over SoftParticleRange metres in front of them) instead of cutting hard edges diff --git a/EXE/rp8.dll b/EXE/rp8.dll index 4d895879..605262ea 100644 Binary files a/EXE/rp8.dll and b/EXE/rp8.dll differ