Deleted983432User Posted December 19, 2008 Share Posted December 19, 2008 I've tried messing around in GECK to figure it out on my own, I want to add a light/glow effect to a weapon. Not when its fired, but active and casting light as long as the weapon is drawn out. AFter spending a long while in GECK, I'm starting to believe that this might require writing a script for it, but I've never messed with such before. This is the first time I've tried to mod a complicated game like this so be gentle with me. :confused: Sidenote. I'm not asking anyone to write a script from me, a simple " Yes that'll require a script " or " No it wont " would suffice to send me on the right path. Link to comment Share on other sites More sharing options...
jaysus Posted December 20, 2008 Share Posted December 20, 2008 you need to edit the model in extension to a script... sadly atm its impossible to create or add particle effects like that Link to comment Share on other sites More sharing options...
spineynorman Posted December 20, 2008 Share Posted December 20, 2008 do you think it will be possible under FOSE? Link to comment Share on other sites More sharing options...
Khet Posted December 21, 2008 Share Posted December 21, 2008 I believe that the impossibility Jaysus is referring to is creating/adding them with nifskope properties and not scripts. I could be mistaken though. However, if Jaysus IS referring to the scripting aspect as long as FOSE adds a command to detect if a weapon is drawn or not, then yes it would be possible. Link to comment Share on other sites More sharing options...
jaysus Posted December 21, 2008 Share Posted December 21, 2008 i was referring to the nifskope and available exporter abilities to succesfully manipulate particle nodes (though just copy pasting them might work in nifskope yet no manipulation of those afaik) FOSE actually only offers two small pros to weapons with particles... one would be that you can prevent the weapon to reset to full health upon sheating and unsheating and the other that you can hotkey it... the rest was possible even with vanilla oblivion scripts and i think fallout improved on that as there are some new functions but i didnt look into that yet Link to comment Share on other sites More sharing options...
GodofAlcohol Posted December 24, 2008 Share Posted December 24, 2008 as long as FOSE adds a command to detect if a weapon is drawn or notThere is already a function (without need of FOSE) for that "isWeaponOut" i think. Returns true if you have a gun drawn. Link to comment Share on other sites More sharing options...
UlrikS Posted December 24, 2008 Share Posted December 24, 2008 Double post :P Tutorial in my other post: Link to comment Share on other sites More sharing options...
UlrikS Posted December 24, 2008 Share Posted December 24, 2008 To do that you must create a glow map texture. Simply Color the areas you want to glow with the glow color (a plain color makes the texture very smooth and regular, so i prefer to add some dirt etc. to it). Then save the texture (as FILENAME.dds): http://img408.imageshack.us/img408/945/1stpersongatlinglaserjq7.jpg Then make a new texture, where everything is black, exept for the parts you want to glow. The brighter the color is, the more it will glow. You can also make them in colors. Save the texture as FILENAME_g.dds. You should now have a black image with some light areas: http://img411.imageshack.us/img411/5128/gatlinglasergyj6.jpg The result: http://www.fallout3nexus.com/downloads/images/1096-4-1228662249.jpg If i'd make the the colors on the glow texture brighter, the glow would also have been stronger ;) Make sure to have both the ITEMNAME.dds and ITEMNAME_g.dds in the same (and correct) folder. Hope you understand my bad english and bad explanation tongue.gif Link to comment Share on other sites More sharing options...
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