Zorkaz Posted March 29, 2020 Share Posted March 29, 2020 Is there a way for a texture (Glowmap) to dynamically change color (Eg. pulsating or red to green) Link to comment Share on other sites More sharing options...
Thirdstorm Posted March 30, 2020 Share Posted March 30, 2020 As I understand it you can set the Nif up to have an animated sequence and change colors during the cycle, and that's it Link to comment Share on other sites More sharing options...
scrivener07 Posted March 31, 2020 Share Posted March 31, 2020 Hmmm. I dont know enough about materials to say if you can change the color/tint/hue or whatever, but if you can then I have an idea. Dynamic material swapping https://github.com/Scrivener07/FO4_DynamicGlassAlthough I feel Thirdstorms approach is the best, the dynamic material swaps can work on any model without needing to edit the nif or other original files. This might be useful when you dont have permissions to edit & distribute some elses nif. Link to comment Share on other sites More sharing options...
Thirdstorm Posted March 31, 2020 Share Posted March 31, 2020 Wonder how "heavy" that is, scripting wise Link to comment Share on other sites More sharing options...
scrivener07 Posted March 31, 2020 Share Posted March 31, 2020 Heavier than an animated sequence in a nif (probably?). Its not a one size fits all solution so only use dynamic material swapping when appropriate. Im not sure how well it would perform as a constantly pulsating effect but any transition should be reasonable. Then again.. even a pulsating constantly swapping effect should be reasonable if a 1000 "frames" are not used. By frames I mean a material file. The time between each material swap gives the "fps". Edit: Ill say again that working on the nif directly is the best solution if you know how. Link to comment Share on other sites More sharing options...
ChuckYufarley Posted March 31, 2020 Share Posted March 31, 2020 It's probably easier to do using an effects shader property than by using a lighting shader property. There's a good example in the Meshes/Effects/WorkingExamples directory, AnimatedLightStages.nif. Link to comment Share on other sites More sharing options...
Zorkaz Posted April 1, 2020 Author Share Posted April 1, 2020 Yes but shaders would involve the whole object. I think in the end the approach should be the same as in videos of the wasteland. However your default object needs to be setup to work with BGEMs. Link to comment Share on other sites More sharing options...
Oynlen Posted April 1, 2020 Share Posted April 1, 2020 Hmmmm that dynamic material swap sounds interesting. I have asked this before, could a script be made to material swap landscape and static objects using a call to current region? I wouldn't try do it within the Commonwealth since lid would be an issue but have wondered about it in the past so Nuka world could have different grass and trees etc from a green Commonwealth mod, and again in Far Habour. I have never learnt scripts though. Looking at them makes me feel dumb and lost completely. Link to comment Share on other sites More sharing options...
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