LivewareCascade Posted December 23, 2015 Share Posted December 23, 2015 Hey guys, I've developed a sequence of ISMs that allow me to:1.) FADEOUT - Fade from normal to black (animated, 3 sec duration)2.) FADEHOLD - Black screen applied until FADEIN is called. (no animation)3.) FADEIN - Fade from black to normal (animated, 3 sec duration)This is all so the player can start a scripted sequence of events, sit in relative darkness which simulates the passage of time, and then have it fade back to normal once the script is all finished.The problem is that the FADEOUT and FADEIN ISMs seem to fade to or from *white*, and I can't work out why. I know it's probably something really stupid, but could someone help me at all?Here is a gallery showing the ISM dataThe three ISMs are grouped in chronological order from left to right. The beginstate image shows the FIRST keyframes for each ISM, the Endstate image shows the LAST. This is so you can see what I'm fading from/to.If it helps, here is the script used to control the ISMs: Scriptname SessineRLMoveWorkGearScript extends ObjectReference GlobalVariable property GameHour auto {The global for the current time in the game.} ObjectReference Property WorkbenchInitRef auto {Object reference for the initial workbench.} ObjectReference Property CraftingSuppliesInitRef auto {Object reference for the initial crafting supplies.} ObjectReference Property CartStaticRef auto {Object reference for the handcart static.} ObjectReference Property CartActivatorRef auto {Object reference for the handcart activator.} ObjectReference Property ScaffoldMainRef auto {Object reference for the main scaffold.} ObjectReference Property WorkbenchMainRef auto {Object reference for the main workbench.} ObjectReference Property CraftingSuppliesMainRef auto {Object reference for the main crafting supplies.} Message Property MoveWorkGearMessage01 auto {Message to be displayed on activate.} Message Property MoveWorkGearMessage02 auto {Message to be displayed on completion.} MiscObject property FirewoodItem auto {MiscItem reference for Firewood.} ImageSpaceModifier property SessineISMFadeOut auto ImageSpaceModifier property SessineISMFadeIn auto ImageSpaceModifier property SessineISMFadeHold auto Event OnActivate(ObjectReference akActionRef) Int iButton = MoveWorkGearMessage01.show() If iButton == 0 MoveGear() ElseIf iButton == 1 return EndIf endEvent Function MoveGear() Game.DisablePlayerControls(true,false,false,false,false,false,true) Fadeout() WorkbenchInitRef.disable(true) CraftingSuppliesInitRef.disable(true) CartStaticRef.disable(true) float NewTime = GameHour.Mod(1.5) GameHour.SetValue(NewTime) ScaffoldMainRef.Enable(True) WorkbenchMainRef.Enable(True) CraftingSuppliesMainRef.Enable(True) EndMessage() EndFunction Function EndMessage() Int iButton = MoveWorkGearMessage02.show() If iButton == 0 Game.GetPlayer().additem(FirewoodItem,12,false) CartActivatorRef.disable() FadeIn() Game.EnablePlayerControls() ElseIf iButton == 1 return EndIf EndFunction Function Fadeout() SessineISMFadeOut.Apply() ;fades to black Utility.Wait(2.5) ;the fade to black actually lasts 3 seconds, but I add the hold IMS early to prevent getting a flash of regular screen SessineISMFadeHold.Apply() ;holds blackendFunction EndFunction Function FadeIn() SessineISMFadeIn.Apply() ;fades back to normal SessineISMFadeHold.Remove() ;dont forget to remove the hold blackendFunction EndFunction Link to comment Share on other sites More sharing options...
LivewareCascade Posted December 23, 2015 Author Share Posted December 23, 2015 Bugger, never mind. It's an ENB interfering. Link to comment Share on other sites More sharing options...
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