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Fallout 4: Controlling hue of Emissive Color in Nifskope


stnjr

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So I have a glowmap for my mesh, and what I am trying to do is to make the glow pulsate and change hue in a cycle. In essence, it would look somewhat similar to what Farmstead mobs have in The Darkest Dungeon: Color of Madness DLC
The pulsation part is something I am pretty familiar with, and it's easily done via BSLightingShaderPropertyFloatController, I am not sure how to do the hue part.
My best guess is BSLightingShaderPropertyColorController, it has Emissive Color property and it looks like it has similar properties setup to FloatController.
My question is - does anyone know how exactly ColorController is set up? Because I'm pretty sure there are some differences. Maybe you've seen someone cover it in some tutorial, or maybe you have seen someone implement something like that in a mod.
Also, does anyone remeber any objects in Fallout 4 with the effect I described here? To reiterate: it should have both pulsation in strength AND changing hue.

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You might want to take a look at the WorkshopLightbox01,nif. The there's NiPoint3Interpolator data in each NiControllerSequence for cycling color. The lightbox uses BSEffectShaderProperties, and I've been able to replicate the effect in my own work using this example. Off the top of my head I can't think of any examples that use this technique with BSLightingShaderProperties, but I imagine it would be the same or very similar to how it's done in the lightbox nif.

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