Blinking Lights!

Post » Wed Mar 31, 2010 2:09 am

Hi, I was wondering if anyone could give me an idea of how involved putting blinking or flashing lights on an npc is.

I can do the glow maps just fine, but I'm guessing I have to create some animations and add them in somehow?

thanks
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Lori Joe
 
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Post » Tue Mar 30, 2010 5:13 pm

Hi, I was wondering if anyone could give me an idea of how involved putting blinking or flashing lights on an npc is.

I can do the glow maps just fine, but I'm guessing I have to create some animations and add them in somehow?

thanks

there is one animation in nifskope, but it is kinda a pain, it changes the amount the glow map affects the object, just look for a branch that says glow
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Neko Jenny
 
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Post » Tue Mar 30, 2010 6:55 pm

Perhaps SwapTextureOnRef would work for this...
scn BlinkingSCPTInt bBlinkInt rSelfBegin GameMode	Set bBlink to (bBlink == 0)	If rSelf		If bBlink			SwapTextureOnRef rSelf "Filepath\BlinkOff" "Filepath\BlinkOn"		Else			SwapTextureOnRef rSelf "Filepath\BlinkOn" "Filepath\BlinkOff"		EndIf	Else		Set rSelf to GetSelf ; function may work implicitly?	EndIfEnd
Not sure about the syntax and haven't used this new function yet, but here's a use of it in FalloutNV.ESM
SwapTexture player "##Screen:0" "weapons\1handpistol\EuclidScreenFailure"


If SwapTexture works like I'd think it would, blacklights could be possible which would http://bugguide.net/images/raw/6HLRNHFHNHFH6HBZ2HAZ8LFHUHZR5L9ZRL9Z5L1ZGL9ZNHZR9HHR6HVZUH1ZGLWZPHYH9HNZGLRRGL.jpg via refwalk texture swap.
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Sammygirl
 
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Post » Wed Mar 31, 2010 2:36 am

Thanks for the replies, I knew it wasn't going to be simple. Man, it would be sweet if the radscorpions looked like that.
Time to start experimenting.
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Amy Masters
 
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