-
Posts
295 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by TheMedievalsKnights
-
-
Ok rookie error I guess or bad python reflex, you don't need semi-column in your code
-
Hi,
I created the following OBSE function to convert an RGB color to HSV.
SCN GetHSVColorFunction
array_var localArray
array_var RpGpBpArray
array_var RpGpBpArraySorted
float R
float G
float B
float Rp
float Gp
float Bp
float Cmin
float Cmax
float Delta
float H
float S
float V
short testE
;Convert RGB into HSV
Begin Function { R, G, B }:
let localArray := ar_Construct Array
let RpGpBpArray := ar_Construct Array
let RpGpBpArraySorted := ar_Construct Array
;Scale back RGB values between 0 and 1
set Rp to R/255
set Gp to G/255
set Bp to B/255
;Assign rescaled values to array
let RpGpBpArray[0] := Rp
let RpGpBpArray[1] := Gp
let RpGpBpArray[2] := Bp
;Sort the array in order to get the max and min
let RpGpBpArraySorted := ar_Sort RpGpBpArray 0
let Cmin := RpGpBpArraySorted[0]
let Cmax := RpGpBpArraySorted[2]
set Delta to (Cmax - Cmin)
;Hue calculation
print "Began"if Delta == 0:
set H to 0
set testE to 1elseif Cmax == Rp:
set H to (Gp - Bp)/Delta
set testE to 2elseif Cmax == Gp:
set H to (Bp - Rp)/Delta + 2
set testE to 3elseif Cmax == Bp:
set H to (Rp - Gp)/Delta + 4
set testE to 4endif
print "Ended"
print $testEset H to 60*H
if h < 0:
set H to H + 360
endif
;Saturation calculation
if Delta == 0:
set S to 0
else:
set S to Delta/Cmax
endif
;Value calculation
set V to Cmax
let localArray[0] := H
let localArray[1] := S
let localArray[2] := V
SetFunctionValue localArray
printc H
printc S
printc V
return
EndTo test my function, I created a quest, where stage 20 has a result script that calls the function, (with arguments 100 200 50)
However, when I try my function ingame with setstage myquest 20, it seems my function does not go past "hue calculation" since "Began" gets printed in the console but not "Ended".
-
Yes, it does ==>> https://www.youtube.com/watch?v=yZiTu296zag
How did you do it actually ? Did you force another weather or did you access the precipitation settings of the weather and set them to 0?
-
Why not putting a marker to the center of the house and if the distance from the player to the marker is below a given threshold, force the weather to a duplicate of the Rain weather where precipitation is set to .
Wouldn't that work ?
-
I have a problem with the door that teleports me to my sell, If I attach my script to the door, it wont teleport me when I activate it. If I remove the script it does teleport me.
Door script :
SCN WeatherSyncScript
Begin OnActivate:
if aWeatherSyncQuest.InCell == 0 :
if GetIsCurrentWeather Clear:
set aWeatherSyncQuest.WeatherSync to ClearInterior
elseif GetIsCurrentWeather Cloudy :
set aWeatherSyncQuest.WeatherSync to CloudyInterior
elseif GetIsCurrentWeather Fog :
set aWeatherSyncQuest.WeatherSync to FogInterior
elseif GetIsCurrentWeather Rain :
set aWeatherSyncQuest.WeatherSync to RainInterior
elseif GetIsCurrentWeather Overcast :
set aWeatherSyncQuest.WeatherSync to OverInterior
elseif GetIsCurrentWeather Snow :
set aWeatherSyncQuest.WeatherSync to SnowInterior
elseif GetIsCurrentWeather Thunderstorm :
set aWeatherSyncQuest.WeatherSync to ThunderstormInterior
endif
set aWeatherSyncQuest.InCell to 1
activate
else:
if GetIsCurrentWeather ClearInterior:
set aWeatherSyncQuest.WeatherSync to Clear
elseif GetIsCurrentWeather CloudyInterior :
set aWeatherSyncQuest.WeatherSync to Cloudy
elseif GetIsCurrentWeather FogInterior :
set aWeatherSyncQuest.WeatherSync to Fog
elseif GetIsCurrentWeather RainInterior :
set aWeatherSyncQuest.WeatherSync to Rain
elseif GetIsCurrentWeather OverInterior :
set aWeatherSyncQuest.WeatherSync to Overcast
elseif GetIsCurrentWeather SnowInterior :
set aWeatherSyncQuest.WeatherSync to Snow
elseif GetIsCurrentWeather ThunderstormInterior :
set aWeatherSyncQuest.WeatherSync to Thunderstorm
endif
set aWeatherSyncQuest.InCell to 0
activate
endif
EndQuestScript, it is just used to store my variables
SCN WeatherSyncQuestScript
ref WeatherSync
short InCell
short SynchronizedAnyone knows what the issue is ?
I looked at some scripted doors from the game that do something before teleporting the player but they don't seem to have anything more in particular in their script.
Thanks a lot
-
Hi everybody, hope you are doing well !
Alright here is the deal : I am trying to create a house with a complex lighting system.
Idealy, the feature that I am trying to implement are the following :
- Lightbulbs that change depending on the time of day and weather,
- Light beams that rotates with the time of day
- Curtains and shutters that enable/disable the light beams and light bulbs
First, let's consider a single window with one lightbulb, one lightbeam, one curtain and one shutter.
The cell is behaving as an exterior : I duplicated the tamriel climate where all weathers are copies of the exterior ones except fog, sun light, ambient light and precipitaion are disabled. That way, only the sky is visible, and no light information are provided by the weather. When the player entered the cell, I assume I synchronized the interior weather with the exterior one.
Now, the lightbulb will have its own script where a GameMode block calculate the light from the weather ambien and sun light thanks to OBSE functions. Yet, in the CSE render window, it seems the light is interpolated between the 4 time increments (dawn/noon/dusk/midnight). Anyone know the actual function used ? If not, how do you actually interpolate between 2 colors ?
Next, because I can't attach an object script to the light beam, I will attach my script to an activator whose parent is the light beam. Then, a GameMode block will rotate the light beam depending on the gametime.
Now, this I can't seem to get my fact straight.
Because I want the player to be able to interact with the curtain and the shutters, these have to be activators. This seems like a good thing because I can parent the curtain to the lightbulb and the light beam and then disable them. Problem is, no matter who is the parent, the activator gets disabled.
I can understand that if the parent is disabled, the child is too. But why does the parent gets disabled if the child is ?
I even copy pasted some code from the game, and I get the same result. How can I disable and object, using an activator, without disabling the activator ?
I tried going the trick from the CSE wiki tutorial where you duplicate the activator, parenting the duplicate to the other one and set its state as opposite. Problem is : because my activator is animated (there is an animation when the curtain opens or closes), I get weird result. Is there a way to control the animation state (begining/end) of an object ?
Example :
The curtain is opened,
Player activates the curtain,
Closing animation plays, once the script timer ends, I disable it
The duplicate is thus enabled
I would like this last stage to enable the duplicate in closed state, however it does not when I test my script.
I know I could symply use the the reference of my objects but I intend to make the script as general as possible so that I only need a few that rely on parent/child relationship. But it seems to me that this is more like a link than an actual parent>child authority relationship.
I hope you'll find the reading enjoyable if I was not clear enough, do not hesitate.
Cheers,
Erwan G.
-
Hi everyone,
I am curently modeling a sallet whose skullcap is covered with velvet. However, skyrim rendering engine being what it is (i.e. not that great) and velvet being a very complex material, I would like to know if any of you guys had any tips/tricks to come up with a result that actually looks like velvet.
Note the skullcap itself is flat so I can't really manually add highlight/reflection like you would with a folded curtain or something similar.
Thanks a lot for your help !
Erwan G.
-
What armour are you talking about ?
-
I don't understand, I've made a lot of custom armour for skyrim and I never encountered these issues. Can you please post a picture of your Nif Exporter settings ? (the window that pops up when you export a mesh to the .nif format in 3DS max)
-
Sorry just read the posts on this page (serves me right)..
I was just generalising, as I had an unbelievable amount of PM's requesting permission to use this and that.
I will expressly make the point I was only referring to the items I am qualified to grant permission to use, not those created/modded by any other individuals.
So glad to see you back !!
Btw, what did you mean with FO4 ? Fallout 4 ??!!
-
where is medieval heavy armor?
What armour are you talking about ?
-
Hi all!. Does anyone know how best to contact ActusReus? I'm making a mod that might involve some mod assets from the Credo Project, and for that I need to get permissions from him. I don't know if he can see the private message I sent him.
Sorry to tell you that man but he rarely reads or answers to message. And I don't think he browse the nexus any more. You can still check his last activity on his profile.
-
I just started a new Dungeon/crypt tileset :
http://i1302.photobucket.com/albums/ag140/TheMedievalsKnights/DungeonTileset_001_zps777dd935.png
-
Hi guys, if you did not notice, I just uploaded the armour so you could get a taste of our armours :
-
Thanks man ^^
-
-
Hello guys, since I heard you (or maybe I didn't :D) saying : "Wow so much progress from the quest and landscaping teams but what about the 3D one ?"
I think it's time to show you what we did since our last report.
Nicolas made a lot of new awesome armor, especially leather and cloth armour that we wanted to make first.
If you wan't some screnn, just take a look here, at his portofolio : http://ncrevon.wix.com/nicolas-crevon#!le-roy-cest-moi/c17oy
And here is what I made, after following some tutorials to stop using existing models and creating mashup to finally create stuff from scratch :
(It's a Poleaxe, I just finished the mesh, now I have to create the textures)
-
thanks, i'm currently creating a leather scale version
-
Ok ok, I just wanted to show you my frist armour made from scratch :
http://static-1.nexusmods.com/15/images/110/2829162-1401866659.jpg
-
Hi guys, just wanted to share with you my first armour made from scratch for the mod :
http://static-1.nexusmods.com/15/images/110/2829162-1401866659.jpg
-
Any news out there ? ^^
-
Hi guys, this is what we finally achieved with Nicolas :
http://i1302.photobucket.com/albums/ag140/TheMedievalsKnights/screenshot009_zps36e8e493.png
-
Good textures indeed ^^ Just a simple thing, you should rework the UV of your leather skirt, the stiches look a little bit weird
-
Right click you NiTriShapen node, attach propertyn NiAlphaProperty
Light not updating on color change
in Oblivion Construction Set and Modders
Posted · Edited by TheMedievalsKnights
I have the following script that grabs an RGB array from a quest script and then pass it to a light to change its color. For some reason, the light does not appear ingame (even though it has a bright red default color) but it does show if I open the console or the inventory.
I did use update3D but to no avail.
Script :
SCN LightScript
ref mySelf
array_var color
Begin GameMode
let Color := aLighting.Color
set mySelf to getself
mySelf.SetLightRGB Color
mySelf.update3D
End
Screenshot of light with console opened :
https://ibb.co/3kfNXpy
Screenshot with the console closed :
https://ibb.co/n3M7XzC