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Which setting makes a lamp "glow"?


Arkngt

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I'd like to turn static lamps in the game into pickable and placeable items that you also can switch on and off and I've started with my favorite lamp, the Vacuum Tube Light. I thought I'd take a shortcut and use the scripts etc. from Placeable Lights and so far so good, except that the lamp doesn't glow so it looks completely boring: non-glowing Vacuum Tube Light from Placeable Lights to the left - and the glowing, vanilla version to the right (well, it's from PortableCampStuff FOSE really, but the vanilla lamp looks the same). I've checked how they are set up both in the GECK and in NifSkope and I can't figure out what to change to make the left one glow. Anyone who has an idea? I'd like to use it as the platform as it's nicely havoked so easy to pick up and place.

Edited by Arkngt
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Hello Arkngt!

 

The glowing effect is a combination of a couple of settings in the NiMaterialProprety and a glow map texture (which actually is a mask).

 

You see that the object is in two parts. 19 NiTriStrips and 23 NiTriStrips.

23 has 2 xtra textures in the BSShaderTextureSet. VacuumTubeLightGlow is the mask

 

In the MaterialProperty (26) there's a setting named Emissive Color: the more white the more glowing will be your object. You can choose any color. (brighter=more glow) Click on the color wheel to choose.

 

The second setting is named Emit Multi. Default is 1 increasing will multiply the Emissive Color Strength.

 

*Edit*

That said, an existing Havoked glowing tube light is available as resource:

http://www.nexusmods.com/fallout3/mods/13154/?

Edited by Guest
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Seeing as how you're working with a static object and not an actual light object (which I know next to nothing about) it's probably because you need to add a glow map texture to the mix. Once you've created the texture and placed it in the proper data directory (textures/...), you'll need to add it to the list of available textures in the .nif's texture set for that part of the mesh. Complete these changes and you should see it lighting up in-game once the game engine picks up those changes.

 

Plus make the changes Pixelhate suggests, forgot about that stuff since i'ts been awhile since I've modded anything.

Edited by Ranx31
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Thanks both, I'll try that out.

 

EDIT: I couldn't figure it out that way. The havoked mesh seemed to have the VacuumTubeLightGlow etc. as it should, but I'm sure I missed something obvious when checking it. Anyway, I solved it by going the opposite route - I copied the havok etc. from it to the original mesh. So now I have a glowing lamp as a misc item with proper havok. Next: adding a script and message box so I can choose between turning it on (and have it cast proper light), turning it off and picking it up

Edited by Arkngt
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OK, a different issue, but I'll keep it in this thread. I've successfully swapped the static Vacuum Tube Lamps in the game to the havoked versions and the message box works fine as well - you can switch them on and off and pick them up.

 

But much as I suspected they have lights placed by them in the cells, so if you pick up the lamps, the light still lingers. So basically I'll have to remove the "fake" lights connected to them, but I'm not sure which they are. Checking the particular Vacuum Tube Lamp in the screenshot in the GECK, there seems to be a FXGlowSimpFillRndHalf emitting light from its center, but editing it with initially disable doesn't help - the light is still there when checking it ingame. Perhaps it doesn't work with initially disabled? (First I thought it was a Vault86LightAmbWarm, which is close to the lamp, but initially disabling it didn't help either.)

 

In short, does anyone know 1. how to check which light it is in the first place and 2. how to remove it?

 

EDIT: Turned out that the main light source was a Vault87LightKeyWarm, so I guess I disabled the wrong one previously. So I'm getting there, but it turns out that there is still a glow on the floor where the Vacuum Tube Lamp was. Guess I'll hunt it down by trial and error.

 

EDIT: It was two FXGlowSimpFillRndHalf statics. OK, so now I know what I'm looking for. :)

Edited by Arkngt
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