cumbrianlad Posted December 31, 2019 Share Posted December 31, 2019 Hi. I want an area that gets brighter overall as more candles are lit (It's a player home cellar, so the player lights them). It's totally unlit at first so I'd want the original image space very dark, desaturated and low contrast to mimic night vision. I then want to add brightness, contrast and saturation until they reach the values below. RGB values would stay the same. Nett result is that the area being lit directly brightens and colours up both due to the addition of the light and the added image space modifier and the rest of the, as yet unlit cellar gets noticeably less gloomy, each time. Final image space, all candles lit. Brightness 0.9, contrast 1.2, saturation 1.2 Fiddling with a test IS modifier, I think I need to set my image space to 1/3 of each of these values, so Brightness 0.3, contrast and saturation both 0.4. Then I have two modifiers, each with the same RGB settings on Tint and Fade, one with 'add' 0.3 to brightness, 0.4 to saturation and 0.4 to contrast, the other adding double those values. No animation and no duration. I say two modifiers, because I'm guessing that adding the same effect twice will not stack. I already have the 2 activators set up to replace unlit candle horns with lit ones and enable their respective lights. I think all I need then is to add a couple of lines to the 'OnActivate' event to apply and remove the image space modifiers, as appropriate. I'll add them as properties and I can use the same idea again another time, more easilly. Is my plan crazy? *there's a float used there 'afStrength' which seems to default to 1. No clue what that means but I'm guessing I can leave it at default? Link to comment Share on other sites More sharing options...
maxarturo Posted December 31, 2019 Share Posted December 31, 2019 (edited) First of all, you can only have ONE imagespace modifier at any given time, i'm just mentioning this so you won't get puzzle of some weird results in your experiments. ............................................................................. To your scene: 1) Make your cell with the "Lighting Templete" lighting set up of your final room light scene (with all your lights turned on), this will be your base and your final desire permanent final result. Now we work backwards 2) Create your "ImageSpace Modifier" Script sequence, the sequence will have three stages > STATES: a = very dark > no candles b = light dark > half candles c = no dark > no imagespace modifier > fully lighted room > all candles Each STATE will run from your secondary script that will be living on your candles (or whatever is actually handeling the enable/disable state of the candles + candle's light). Each STATE of the trigger box script's will run from the secondary script which every time that a group of candles will get enable will send an: Activate(Self) > pointing to the trigger box script, so that it will change STATE. 3) Create two imagespace modifiers: One very dark One light dark 4) Add those "Imagespace modifiers" to your trigger box script. Edited December 31, 2019 by maxarturo Link to comment Share on other sites More sharing options...
cumbrianlad Posted December 31, 2019 Author Share Posted December 31, 2019 Thanks for that. It confirms my suspicion about only one modifier at a time. It certainly makes more sense to have the final cell with no modifier, as you said. That's okay, I just make my modifiers "adding" negative values. Are you saying that any image space modifier applied remains until it's removed, so it isn't specific to the cell it was applied in? If so, My way, the player turns on the candles and all of Tamriel has my brightness etc adjustments applied to it? That would be bad! Thanks. Link to comment Share on other sites More sharing options...
maxarturo Posted December 31, 2019 Share Posted December 31, 2019 (edited) "Are you saying that any image space modifier applied remains until it's removed" Yes, if you add an "Imagespace Modifier" to the Player in the "x cell" and you don't remove it when you leave that cell the imagespace will remain on the player until it gets remove. * This has nothing to do with imagespace modifiers used by spells and FXs, those are completely different. What you are trying to do can only be done through custom made scripts, you could do it using the default vanilla scripts, but you will run into some wierd results and issues because you will need to enable/disable at least two trigger boxes which each will have one of your two "Dark imagespace modifiers". One example of a wierd issue: If you add the A imagespace then disable that trigger box without removing the A, and then enable the second with your B imagespace, the second imagespace will have the "Dark Value" of its own + the dark value of the first. And there are some other issues... This needs a lot of experimenting and fine tuning from your part if you haven't done this before and you are not familiar with the issues. I could modify some of my scripts and post them for you, since i have solved all of this issues in my project and i know how to set up such a scene correctly, but in a couple of days... is christmas and we have guests all day long. If you are interested in this i will need to know how those candles get enable, explain if they get enabled by an activator like a lever, or by a trigger box, or whatever else you are using. Edited December 31, 2019 by maxarturo Link to comment Share on other sites More sharing options...
cumbrianlad Posted December 31, 2019 Author Share Posted December 31, 2019 No need for disrupting the holiday period! What you've told me is fine. There's not much info on this topic out there to find. I'd prefer to tinker on my own, frustrating though that can be at times: I think you learn it better that way. I'll yell if I get desperate... but I'm pretty patient, so that could be some while! Thanks again. Link to comment Share on other sites More sharing options...
maxarturo Posted December 31, 2019 Share Posted December 31, 2019 (edited) I have the impression that you fear a lot the custom made scripts... the only thing that i can tell you is that, once you learn scripting (Papyrus) you will come to realise that a lot of the vanilla scripts are badly... Badly made ! and they are one of the main reasons of the game's bugs and problems. I personaly had to re do a lot of the vanilla scripts i'm using to make them bug free, lighter, smaller and faster to execute. * I forgot to add in my previous post that, you can also do this with one "Dark Imagespace" and once it's been apply then you just adjust the intensity of it in each Script's STATE, until it gets completely removed. Happy New Year ! Edited December 31, 2019 by maxarturo Link to comment Share on other sites More sharing options...
cumbrianlad Posted December 31, 2019 Author Share Posted December 31, 2019 You're sort of right about my fear of custom made scripts, but it's not a fear of new scripts, it's my ineptitude at writing them! I generally get them to work fine... eventually! Happy new year to you, too!My new year is always the winter solstice... I'm a bit of an old hippy/druid at heart! Still, I like to support other traditions, too, just to be polite, you understand. This social conscience means that I feel obliged to celebrate new Year's Eve as well as the solstice, so I'm forcing myself to imbibe a beer or two, even as I type! (Not many scripts being produced tonight, I think!) Link to comment Share on other sites More sharing options...
Recommended Posts