Here's a quick tutorial on using ambientScale and some of those other little colour settings. Now some people may already use this, but basically it improves everything a lot shadow wise. If you open the editor(F11 in windowed mode) (imported from here) Expand the folders on the right and go to sunsky. (imported from here) Scroll down to the colours. If you play around with them you can get all sorts of effects. You can change all four, but don't bother with rayleigh scattering. (imported from here) With no postfx or changed graphics settings it has no effect on fps and really improves things if you darken them a bit. (imported from here) If you darken them enough it can get quite moody looking. It should then be possible to save them or even add the to the level's configuration files to keep them permanently.
Hell yeah. These settings are really good for making a nice menacing and stormy sky. Up the fog density, tweak the rayleigh scatter and viola, distant humid/stormy rain effect. Having an actual stormy skybox would make all this really neat. EDIT: Forgot to say thanks OP.
Also, HDR color shift can be used with these settings to make it look extra moody. I tend to go medium grey with a bit of orange.
Yep I agree, you can get some pretty good effects. I find that things just look so washed out with the default settings. Some of the community maps use different settings which is great, but I think it needs wider adoption.
Cue up the Lucy in the sky with diamonds and marmalade skies...lol. Kinda badass actually. I'm not a pro with Torque by any stretch but I think the lighting and shader stuff in the program is pretty damn decent for an open source engine. B25 Mitch's Expressway at night.
Yeah it's good once you get past some of the bugs, some that are less orange! (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here) (imported from here)