Ok, I have some WIPs to test. I'm still trying these out, but it would be helpful to get some more input. Just a heads up, I tried to coc into a test cell with a bunch of them and a huge light and after about 30 sec, it locked up. But I tried a few one at a time and it has been working fine. I think it was just too much for my PC. I can preview them all in the GECK so I don't think it's a model error, but I'm just getting my feet wet with NifSkope.
So, http://img246.imageshack.us/img246/2599/originalfakesky.jpg (without / with emittance). The one I tweaked a few posts back is just a "brighter" version of this.
And here are some new ones with larger textures. The naming scheme works like this: L# = number of layers, X# = size.
The "layers" are basically a copy of the original, but a little larger - so it looks like it's "behind" the layer in front. A single layer is 640 tris, so multiply the layers times 640 for a total triangle count.
They come in two sizes: X1 is the original size (around 650 units), X2 is double the original size (around 1300 units). If the X1 is stretched to the max, using an X2 will let you go twice as far. Otherwise, there's no difference between them.
Just changing the texture on a single layer one made a big improvement IMO, the multi layers are that much better. Just keep in mind they are 1024x1024 (except blue and stars).
http://img237.imageshack.us/img237/3333/fakeskydomel1x1.jpg, http://img98.imageshack.us/img98/4166/fakeskydomel1x2.jpg
http://img72.imageshack.us/img72/5126/fakeskydomel2x1.jpg, http://img684.imageshack.us/img684/4430/fakeskydomel2x2.jpg
http://img685.imageshack.us/img685/9656/fakeskydomel3x1.jpg, http://img199.imageshack.us/img199/8831/fakeskydomel3x2.jpg
http://img130.imageshack.us/img130/8729/fakeskydomel4x1.jpg, http://img3.imageshack.us/img3/6356/fakeskydomel4x2.jpg
http://img411.imageshack.us/img411/2817/fakeskydomel5x1.jpg, http://img171.imageshack.us/img171/3081/fakeskydomel5x2.jpg
http://www.mediafire.com/?xjgkdnjgmiz
There are 10 TEMPLATE files, the rest are variations of those 10.
To change a texture, it needs to be changed in two places:
NiHeader -> Strings -> The string below the layer number
BSShaderNoLightingProperty -> File Name (two entries below the NiTriStrips for that layer)
EG:
NiHeader -> Strings ->
...FakeSkyDomeWeather01L1:0 (<- Layer 01)Textures\Sky\WastelandCloudCloudyLower01.dds (<- Layer 01 Texture)FakeSkyDomeWeather01L2:0 (<- Layer 02)Textures\Sky\WastelandCloudCloudyUpper01.dds (<- Layer 02 Texture)...
...NiTriStrips FakeSkyDomeWeather01L1:0 (<- Layer 01)...BSShaderNoLightingProperty -> File Name -> Textures\Sky\WastelandCloudCloudyLower01.dds (<- Layer 01 Texture)...NiTriStrips FakeSkyDomeWeather01L2:0 (<- Layer 02)...BSShaderNoLightingProperty -> File Name -> Textures\Sky\WastelandCloudCloudyUpper01.dds (<- Layer 02 Texture)...
To change the speed of a layer, it also needs to be changed in two places (the higher the number, the slower it moves):
NiTextureTransformController -> Stop Time (four entries below the NiTriStrips for that layer)
NiFloatData -> Keys -> Keys (2) -> Time (six entries below the NiTriStrips for that layer)
EG:
...NiTriStrips FakeSkyDomeWeather01L1:0 (<- Layer 01)...NiTextureTransformController -> Stop Time -> 66.6667 (<- Layer 01 Stop Time)...NiFloatData -> Keys -> Keys (2) -> Time File -> 66.6667 (<- Layer 01 Time)...NiTriStrips FakeSkyDomeWeather01L2:0 (<- Layer 02)...NiTextureTransformController -> Stop Time -> 66.6667 (<- Layer 02 Stop Time)...NiFloatData -> Keys -> Keys (2) -> Time File -> 66.6667 (<- Layer 02 Time)...
The transparency (Alpha) and emittance (Emit Multi) are adjusted in the NiMaterialProperty directly below that layers NiTriStrips.
Alpha 1.0 is no transparency (opaque), 0.5 is half, 0.0 is invisible (single layer and the outer most layer in multi layered ones have no NiAlphaProperty, so this is not used there)
Emit Multi 1 is default. If you don't set an emittance, this is not used. The higher the number, the brighter it will be.
EG:
...NiTriStrips FakeSkyDomeWeather01L1:0 (<- Layer 01)NiMaterialProperty -> - Alpha 0.5 (<- Layer 01 Transparency - half)- Emit Multi 1 (<- Layer 01 Emittance)...NiTriStrips FakeSkyDomeWeather01L2:0 (<- Layer 02)NiMaterialProperty -> - Alpha 1.0 (<- Layer 02 Transparency - opaque)- Emit Multi 1 (<- Layer 02 Emittance)...
That about does it, let me know what you think. I've only use NifSkope for a short time, so I'm interested to see if I messed up.
Note that the all layers are currently moving at the same speed (except for like 2 alternates). I haven't really mess with that yet.