overlordbob Posted July 16, 2010 Share Posted July 16, 2010 I've been messing with the image space function in the GECK for a bit, and I was wondering if it would be possible to specify certain textures to ignore or override the image space in a particular cell. For example, if I had a greyscale effect in an area, but I wanted certain textures to be still loaded in colour, is there any way I could do that? My guess would be no, but if there is a way to do something like that, it would save a lot of time (my backup plan is manually editing all the textures in the game, which I'd rather avoid if at all possible). Any help would be appreciated. Link to comment Share on other sites More sharing options...
pkleiss Posted July 16, 2010 Share Posted July 16, 2010 Image Spaces and Image Space Modifiers are an all or nothing type of thing. I don't see how you could selectively prevent certain objects from being affected by them since they really affects the rendered image and not individual objects. You might be able to fake it though, by using Effect Shaders and applying them to your objects. I have only used effect shaders with Actors and am not sure if they indeed work for other types of objects. But you could give it a shot. Link to comment Share on other sites More sharing options...
overlordbob Posted July 16, 2010 Author Share Posted July 16, 2010 Ah well. I didn't think it was possible, but it was worth a shot. I didn't think about effect shaders, so I'll see if I can use them instead. Anyway, thanks for the help. Link to comment Share on other sites More sharing options...
pkleiss Posted July 16, 2010 Share Posted July 16, 2010 One caveat about effect shaders and image spaces. The image space will effect how the effect shader appears as well, so for example, if you apply a red image space and have an object with a blue shader, that object will appear purple in the game. There are varying degrees of alpha and the blend options at the top of the shader page can affect how the shader appears as well. For me, it was a lot of trial and error to get the effects I wanted. Link to comment Share on other sites More sharing options...
Recommended Posts