dovapix Posted November 22, 2016 Share Posted November 22, 2016 Hi guy's, Just wondering if i can get windows(real hole in mesh) to react to exterior sunlight without the use of any scripts? Link to comment Share on other sites More sharing options...
EmissaryOfWind Posted November 22, 2016 Share Posted November 22, 2016 You could make your interior in a worldspace why a real sky. There might be other ways but that's a pretty easy one. Link to comment Share on other sites More sharing options...
skyrimlazz Posted November 22, 2016 Share Posted November 22, 2016 If you edit the cell properties, under the lighting tab, click "show sky" then add a dust beam to the window (FXAmbBeamDustBig01 or similar) and in it's reference under the emittance tab, pick an exterior light from the dropdown list Link to comment Share on other sites More sharing options...
dovapix Posted November 23, 2016 Author Share Posted November 23, 2016 If you edit the cell properties, under the lighting tab, click "show sky" then add a dust beam to the window (FXAmbBeamDustBig01 or similar) and in it's reference under the emittance tab, pick an exterior light from the dropdown listHi Sky, Thank for the reply and do you know if the sky option affect window shadow? Guess i will have to test it myself to see what possible with it. It's not that i am against scripts but knowing certain issues i prefer to go without them. My goal is to have exterior affecting interior windows without having to recreate all the geometry outside since my windows are opaque and i just want a little realism with the outside world when inside a building. Link to comment Share on other sites More sharing options...
dovapix Posted November 23, 2016 Author Share Posted November 23, 2016 You could make your interior in a worldspace why a real sky. There might be other ways but that's a pretty easy one.Hi Emissary, I already build a house mod with no loading door if it is what you are referring to but we cannot do this for all Skyrim interiors unfortunately. Link to comment Share on other sites More sharing options...
skyrimlazz Posted November 23, 2016 Share Posted November 23, 2016 If you edit the cell properties, under the lighting tab, click "show sky" then add a dust beam to the window (FXAmbBeamDustBig01 or similar) and in it's reference under the emittance tab, pick an exterior light from the dropdown listHi Sky, Thank for the reply and do you know if the sky option affect window shadow? Guess i will have to test it myself to see what possible with it. It's not that i am against scripts but knowing certain issues i prefer to go without them. My goal is to have exterior affecting interior windows without having to recreate all the geometry outside since my windows are opaque and i just want a little realism with the outside world when inside a building. No unfortunately, it just lets you see the sky, you can add trees and rocks ect on the other side of the window so it seems as though you're looking outside but it wont effect the lights or shadows of your cell. Link to comment Share on other sites More sharing options...
thumbincubation Posted November 23, 2016 Share Posted November 23, 2016 The sky option, for an interior cell, just allows the sky, clouds, stars, etc. to show through cracks or openings in the roof, like in Breezehome. (Show sky > region > WeatherWhiterun) . If you want the sunlight to come in the windows, as Skyrimlazz said, add a dust beam or a conical light, double click it, then use the emittance tab for fxlightregionsunlight. This will "light up" the beam, only during the hours of sunlight. For the window fill (makes the actual window pane light up) you would just select that instead, then use the emittance tab the same way. If you look at WhiterunBanneredMare, in the front of the room, there is a light bulb hanging right in front of a window. Both are set with the same fxlightregionsunlight,and you will see the difference in game. In both cases, this is found under the exterior light drop down, on the emittance tab. You can also hang those lightbulbs outside the walls (in the interior cell) for a more muted sunlight effect, that doesn't splash back on the walls. When you're testing these, make sure you turn on FX and SKY buttons, on the tool bar, then move the time slider back and forth to see that everything is working. From the exterior, you have a couple more options, one of which being to invert lights (FXLightRegionInvertLightsWhiterun) or (FXLightRegionInvertDayNight) which make the light from braziers go away, during daylight. Then you double click on the exterior of a building (each piece, if multiple) and control the window panes with (FXLightRegionInvertWindow...) and then choose one of the towns or regions. I've found a lot of places seem to use Whiterun for it, though. If you look at the AbandonedShackInterior, there are a few more tricks. Because it is a shack that is its own cell (load door) they built one outside and one inside, so to speak. Then they hung sunlight and dust beams above the roof, to give the appearance of the sun shining down into the shack. You can double click on those to see the various settings they used in the emittance tab, but they almost always start with FXLight...etc. Link to comment Share on other sites More sharing options...
dovapix Posted November 23, 2016 Author Share Posted November 23, 2016 The sky option, for an interior cell, just allows the sky, clouds, stars, etc. to show through cracks or openings in the roof, like in Breezehome. (Show sky > region > WeatherWhiterun) . If you want the sunlight to come in the windows, as Skyrimlazz said, add a dust beam or a conical light, double click it, then use the emittance tab for fxlightregionsunlight. This will "light up" the beam, only during the hours of sunlight. For the window fill (makes the actual window pane light up) you would just select that instead, then use the emittance tab the same way. If you look at WhiterunBanneredMare, in the front of the room, there is a light bulb hanging right in front of a window. Both are set with the same fxlightregionsunlight,and you will see the difference in game. In both cases, this is found under the exterior light drop down, on the emittance tab. You can also hang those lightbulbs outside the walls (in the interior cell) for a more muted sunlight effect, that doesn't splash back on the walls. When you're testing these, make sure you turn on FX and SKY buttons, on the tool bar, then move the time slider back and forth to see that everything is working. From the exterior, you have a couple more options, one of which being to invert lights (FXLightRegionInvertLightsWhiterun) or (FXLightRegionInvertDayNight) which make the light from braziers go away, during daylight. Then you double click on the exterior of a building (each piece, if multiple) and control the window panes with (FXLightRegionInvertWindow...) and then choose one of the towns or regions. I've found a lot of places seem to use Whiterun for it, though. If you look at the AbandonedShackInterior, there are a few more tricks. Because it is a shack that is its own cell (load door) they built one outside and one inside, so to speak. Then they hung sunlight and dust beams above the roof, to give the appearance of the sun shining down into the shack. You can double click on those to see the various settings they used in the emittance tab, but they almost always start with FXLight...etc.Hi Thumb, Thank for the amazing and well informed post since it will help me an many others who want to play with these features. I saw a mod called shadows and i see the author is using mask to get windows shadows but i haven't look at how he his setting this up and if it is efficient performance wise? Link to comment Share on other sites More sharing options...
dovapix Posted November 23, 2016 Author Share Posted November 23, 2016 If you edit the cell properties, under the lighting tab, click "show sky" then add a dust beam to the window (FXAmbBeamDustBig01 or similar) and in it's reference under the emittance tab, pick an exterior light from the dropdown listHi Sky, Thank for the reply and do you know if the sky option affect window shadow? Guess i will have to test it myself to see what possible with it. It's not that i am against scripts but knowing certain issues i prefer to go without them. My goal is to have exterior affecting interior windows without having to recreate all the geometry outside since my windows are opaque and i just want a little realism with the outside world when inside a building. No unfortunately, it just lets you see the sky, you can add trees and rocks ect on the other side of the window so it seems as though you're looking outside but it wont effect the lights or shadows of your cell. Hi Sky, I was afraid that it was the case and will have to rely on more voodoo to have shadows for my windows. Link to comment Share on other sites More sharing options...
thumbincubation Posted November 23, 2016 Share Posted November 23, 2016 I saw a mod called shadows and i see the author is using mask to get windows shadows but i haven't look at how he his setting this up and if it is efficient performance wise? You're very welcome. My knowledge is still very limited, but I hope it will help. I'm not sure, tbh. In my early experiments, I found the tutorials all cautioned against using too many shadows lights at one time. After that, I went with maybe one, if even that. For what you want to do, it may still work with one shadows light outside the building, shining in through the cracks. I can't say what it will do to performance, though. You may want to try with a shadows light, test and see what your fps does. Link to comment Share on other sites More sharing options...
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