:I'm making a game where I want it to be pitch-black (unless a point light/surface light/etc. is present), and I figured out to do this is you have to set the brightness and outdoor ambient to 0. I did so, but it makes the other parts seem so bleached out and bland. I want the other parts to look really colorful when near light, but the rest of the environment to be pitch-black, how would I achieve this?
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How would I configure the lighting to make parts colorful but the environment dark?
2 answers
✓ Accepted answer
Add a ColorCorrectionEffect to the Lighting service. Mess with its color to fit your expectations z
Or you could set a BoolValue to Workspace, insert LocalScript inside of the BoolValue, then insert ScreenGui. In the ScreenGui put any type of a button (TextButton / ImageButton). In the button, put a LocalScript with this:
local Button = script.Parent
local Toggle = game.Workspace.BoolValue
local Toggle.Value = false
local Switch = false
function OnClicked()
if Switch == false then
Toggle.Value = true
Switch = true
end
else
if Switch == true then
Toggle.Value = false
Switch = false
end
end
Now find any object you want to change, insert it a LocalScript.
Copy this inside the LocalScript:
local Object = script.Parent
local Toggle = game.Workspace.BoolValue
while wait(0.05) do
if Toggle.Value == false then
Object.Material = Enum.Material.SmoothPlastic -- Change 'SmoothPlastic to anything you want'
Object.BrickColor = BrickColor.White() --Change 'White() to anything you want, but make sure you have the () in the end of the color'
else
if Toggle.Value == true then
Object.Material = Enum.Material.SmoothPlastic -- Change 'SmoothPlastic to anything you want'
Object.BrickColor = BrickColor.White() --Change 'White() to anything you want, but make sure you have the () in the end of the color'
end
And I'm pretty sure we're done !
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1 comment
Thanks a lot for the suggestion, took some getting used to what to use where but I figured it out :)