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Why does Alpha in FXshaders seem bugged?


hellgeist

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Ok - I'm trying to add a glow effect on a custom race, but despite my attempts to remain solid in the midst of this glow, I cannot figure out how to set it's alpha to 1 in the CK.

 

When I use the console command: player.setactoralpha 1 it makes me opaque, and everthing looks perfect. However, I have to type this every time I playe, and I'd like to have the Shader just work that way.

 

I'm using Nightmare visuals, which uses the NightmareFXShader.

 

The MagicEffect for this is AbNightmare - it already has a magicSetActorAlpha script, so I figured I would just change it from .02 to 1 and that would render me solid just like the console command did. It should, right? Well, it doesn't.

 

I went to the effect shader itself and in the Fill/Texture Effect area I set Full Alpha Ratio and Persistent Alpha Ratio to 1. That also does nothing.

 

Am I missing something obvious about these effects, or is Nightmare visuals just bugged? Any help or suggestions on this would be greatly appreciated.

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The alpha is not resetting because the "magicSetActorAlphaScript" script has a "DontFadeBack" property that blocks resetting alpha if it is true. You need to set that property to FALSE.

 

 

Event OnEffectFinish(Actor Target, Actor Caster)
if DontFadeBack == False
	If AlphaValue != 1.0				;Do we have any data?
		Target.SetAlpha (1.0, FadeToAlpha)
	EndIf
endif
EndEvent

 

Edit: I just tried doing "player.addspell bf741" and "player.removespell bf741" from the console, and had no issue with the alpha.

Edited by steve40
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The alpha is not resetting because the "magicSetActorAlphaScript" script has a "DontFadeBack" property that blocks resetting alpha if it is true. You need to set that property to FALSE.

 

Thanks Steve40 - I didn't have it set to FALSE, but after doing so, it still showed me as transparent. I gave up and just started a new game resigned to the fact that I'd have to just use the console command. To my surprise, I was opaque in the new game - I think my savegame was not updating the changes to the FX shader - that might explain why more dramatic edits to various parts of it weren't showing any difference either :)

 

Glad to know the right way to toggle this now - thanks again for the help.

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