Different lighting for different areas. How ro do this?

Post » Wed Jan 07, 2015 9:31 am

I'm sure I've done this a long time ago. I have a dungeon which leads into a Dwemer structure. I want that the lighting template be different in the dwarven area. I know acoustic spaces can be set up for different areas but how/can I make an area differently lit? Thanks.

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luis ortiz
 
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Post » Wed Jan 07, 2015 2:44 am

Is there a door in between the Dwemer area and the dungeon? That would be the easiest way as you would be tweaking globals for each cell.

Otherwise if it is the same cell, then you have to use "fill lights" to add to the lighting (assuming you want the dungeon to be darker than the the dwemer area) I put fill lights in quotes as I am not sure what the CK calls them but these are the light sources that are not attached to a sconce or torch or lamp but just provide fill light for a cell.

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Holli Dillon
 
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Post » Wed Jan 07, 2015 2:27 am

Its all 1 interior cell, there are doors which I have a script on them to close after player has walked through but aren't load doors. I know what you mean, I think, by fill lights. They are called "FXglowFullDim/Med/Bright."

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Nauty
 
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