Blacklight nif

Post » Wed Mar 30, 2011 10:28 am

Kia Ora

I seem to remember a long time ago I used some light sources that made darknes.

What I'm after doing is making a cave entrance in the worldspace and I need (would like) to have it
getting darker as PC goes into the cave, at a given distance inot this cave there will be a trigger to
an internal cell. I don't remember the name of the light source and I'm also not sure if it was Oblivion
or Morrowind I used them, if you can't darken the main light source these made the area around them dark
User avatar
kasia
 
Posts: 3427
Joined: Sun Jun 18, 2006 10:46 pm

Post » Wed Mar 30, 2011 9:27 am

Oblivion does support light sources of "negative light" that do actually make an area darker. Unfortunately, the effect only works with HDR.
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Tue Mar 29, 2011 11:11 pm

It also doesn't work very well either, having tried it and found that the effect is a lot like splashing oil randomly on a wall.
User avatar
Jessica Thomson
 
Posts: 3337
Joined: Fri Jul 21, 2006 5:10 am

Post » Wed Mar 30, 2011 6:11 am

Kia Ora

Thanks guys,.. I guess it'll have to be rocks with the textures to try make the back of cave dark tp black at back
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Tue Mar 29, 2011 10:42 pm

I used negative lights in StarX Vanilla Vampires Revised and while it may not be ideal, it does make for a very creepy atmosphere. Try playing around with it a bit before disgarding it immediatelly.
User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Wed Mar 30, 2011 3:18 am

I used negative lights in StarX Vanilla Vampires Revised and while it may not be ideal, it does make for a very creepy atmosphere. Try playing around with it a bit before disgarding it immediatelly.


Kia Ora

Hey StarX bee a while mate,.. thanks I'll have a bash at it then, want a cave enterence for an undergorund city for Summerset and need the back end to look darker as PC walks deeper in till
the trigger is hit and ports them to the interior cell,. so it just needs to look black at the back with a darkish fell to it
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Wed Mar 30, 2011 4:52 am

I have a *fake* darkening effect mesh that I haven't really tested out/finished. It's not a negative light; it darkens a spherical area using particles. The texture I was using needed some work, but last time I worked on it it was shaping up nicely. Is anyone interested in that? It seemed much better/more practical than the negative light effect in so many ways.

Vac
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Wed Mar 30, 2011 1:18 pm

...want a cave enterence for an undergorund city for Summerset and need the back end to look darker as PC walks deeper in till
the trigger is hit and ports them to the interior cell,. so it just needs to look black at the back with a darkish fell to it

http://tesnexus.com/downloads/file.php?id=4666 changes the vanilla caves to work in a similar fashion. Maybe looking at how the author created those would help you?
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed Mar 30, 2011 1:30 pm

I have a *fake* darkening effect mesh that I haven't really tested out/finished. It's not a negative light; it darkens a spherical area using particles. The texture I was using needed some work, but last time I worked on it it was shaping up nicely. Is anyone interested in that? It seemed much better/more practical than the negative light effect in so many ways.

Vac


Hell yes! That would be awesome! :D I have experimented with "dark lights" but they seem rather schizophrenic - at one point they were working, and darkened the nearby geometry as they should, but then one day seemingly without reason, they stopped working, and instead seemed to "delete" all the light that would be falling on the geometry in their radius. Making it all neutral and so-such.

But they were a cool effect when they worked, and I'd love to experiment with your darkening mesh Vacuity! I'd say that would be a good addition to "VaPER" :)
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Tue Mar 29, 2011 10:42 pm

I have a *fake* darkening effect mesh that I haven't really tested out/finished. It's not a negative light; it darkens a spherical area using particles. The texture I was using needed some work, but last time I worked on it it was shaping up nicely. Is anyone interested in that? It seemed much better/more practical than the negative light effect in so many ways.

Vac


This sounds promising,..

Who do you think someting like this would go maybe:
An enlarged Rock cave enterence model, (theyer dark in the back of the entrance) some rock forms to extend the entrance way
and you fake darking in the hollowed out eara at the front/middle of the entrance, I could then put the trigger about 2/3rds the way into
that entrance?.

I just need the plyer to feel theyer walking in to a dark space
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Wed Mar 30, 2011 3:47 am

It works on a similar principle to http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BalefulAndAngry.jpg, but it's rather smoother and more spread out, so rather than a dark blot, it's a darkened area.

I'll get back to it sometime soon then.

Vac
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Wed Mar 30, 2011 5:19 am

It works on a similar principle to http://i285.photobucket.com/albums/ll61/Revanchism/WilloftheWisps/BalefulAndAngry.jpg, but it's rather smoother and more spread out, so rather than a dark blot, it's a darkened area.

I'll get back to it sometime soon then.

Vac



Bingo!,.. mate that'd be the bees knees man thanks a heap,.. it'll take the straight edges off where the black cave enterence meets the next model.

your a gem mate save my day
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am


Return to IV - Oblivion