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hamseungyeon

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Everything posted by hamseungyeon

  1. since you say the diffuse is working fine then I am guessing you have a BSShaderTextureSet assigned to your BSLightingShaderProperty. In that textureset there is a textures list, does it point to the diffuse map and normal map? normal map is the second slot
  2. Ah ya true thanks for the info. Kinda funny how we have to come up with all these hacks for something that should be pretty simple huh?
  3. This idea is great! Sent you a PM about a little secret project of mine.
  4. I don't actually know if the CK can do that, I am assuming/hoping it can swap out materials or models on the fly. Good luck!
  5. Animated textures in Skyrim are kinda funky... Maybe take a look at torch in meshes/weapons/torch/. There is a node called GlowAddMesh which seems to just use a glow map? If so you can add a bseffectshaderpropertyfloatcontroller to the bseffectshaderproperty for that node (the thing that defines which glow map to use) and then animate the alpha channel. All I know how to do right now is making a looping animation so it could do a pulse, duno about switching at particular times. An example of using bseffectshaderpropertyfloatcontroller can be found in meshes/effects/fxfirewithembers01. There is actually a lot of useful stuff in meshes/effects so I suggest poking around there. for bseffectshaderpropertyfloatcontroller you need to tell it what bseffectshader you want to animate and which property of that bseffectshader you want to animate (target variable). If you mouse over the floatcontroller it will show you which numbers are mapped to which property. Also note the tooltips are sometimes wrong (I guess someone is reverse engineering them? Haven't really looked into it). This means that it could be possible that there is a number which will let you animate the glow map alpha directly without needing to create a separate node, I don't really know. The floatcontroller also needs an interpolator to define which values to use to animate the property. Notice some floatcontrollers have more floatcontrollers as children and I believe this allows you to animate multiple properties at once. Pretty haphazard explanation but I think it should give you a decent start... Edit: actually it sounds like you want to make something like windows glowing at night or something of that sort. In that case I think you will have to use the CK and scripting to swap glow maps/models. I don't have much experience with the CK so I don't know its exact capabilities.
  6. The orcrist blade looks a little cloudy at the tip compared to the rest of the texture but besides that I am a fan. It is hard to tell from the picture size but I think I really like the wood handle, how did you go about that if you don't mind me asking? The mask is kinda creepy, reminds me of scarecrow.
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