converting statics in light objects

Post » Wed Jun 02, 2010 8:24 pm

is it possible to take a bunch of existing statics, for instance some trees that have already been placed hundreds of time in the world and change them to lights so that all the existing trees will emit light. there for vurt and his glowing shrooms, is the a program that can alter the object type whilst keeping all the placement data??
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Wed Jun 02, 2010 8:22 pm

Well, the Construction Set has a global search and replace for objects in the world. Wouldn't that work?
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Wed Jun 02, 2010 9:45 pm

If i understand you correctly, what you need to do is extract the item you want to make into a light from the bsa, move it to the data files directory, in the same place it was in the bsa (i.e. if it was an exterior mesh, place it in the x folder, and be sure it has the same path as normal)

Then open up the lights tab in the CS, create a new item, and point to the mesh (you can't drag and drop because it wont be created due to using the same ID as the original static mesh)

You can then save and close, delete the mesh, and re-open the CS, and if the mesh was in the same place in the data files as it was in the BSA, it will still work as the CS beleives its pointing to the same file.

Hope that all makes sense :)
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Wed Jun 02, 2010 9:57 pm

how dose that work, im not aware of this feature, can you explain hot to do this please
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Thu Jun 03, 2010 2:39 am

If i understand you correctly, what you need to do is extract the item you want to make into a light from the bsa, move it to the data files directory, in the same place it was in the bsa (i.e. if it was an exterior mesh, place it in the x folder, and be sure it has the same path as normal)

Then open up the lights tab in the CS, create a new item, and point to the mesh (you can't drag and drop because it wont be created due to using the same ID as the original static mesh)

You can then save and close, delete the mesh, and re-open the CS, and if the mesh was in the same place in the data files as it was in the BSA, it will still work as the CS beleives its pointing to the same file.

Hope that all makes sense :)


not quite we need to replace existing trees already in cells and change them in to lights so that all the trees already placed in cells would now be lights with out having to manual replace each tree with a "light" version
User avatar
Agnieszka Bak
 
Posts: 3540
Joined: Fri Jun 16, 2006 4:15 pm

Post » Wed Jun 02, 2010 4:37 pm

The global search/replace is almost as slow as replacing by hand, you have to scroll in an enormously long list for the 2 objects, and do this scrolling/replacing for every cell (well, every cell that you know that the object you want to replace exits). I guess it would work though, but i wish there was something more convinient..

What we're looking for is replacing the in-game Flora_Parasols (that has no light sources) with new ones that are created as Lights instead of Static objects.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Wed Jun 02, 2010 2:13 pm

The global search/replace is almost as slow as replacing by hand, you have to scroll in an enormously long list for the 2 objects, and do this scrolling/replacing for every cell (well, every cell that you know that the object you want to replace exits). I guess it would work though, but i wish there was something more convinient..

What we're looking for is replacing the in-game Flora_Parasols (that has no light sources) with new ones that are created as Lights instead of Static objects.


that made better scene then what i said maybe you should of started this topic lol if there isnt a super fast way of doing this ant its a case of manly placing lighting ill be glade to help, im very good at not sleeping and properly have it done with in a day :)
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Wed Jun 02, 2010 4:52 pm

Yeah sure, you'll need a program that can extract meshes from a .bsa (bethesda softworks archive) such as http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=32 for example, dunno if its the best, but i use it and it works fine for me. And basically you just open up the archive with bsa browser, navigate to the mesh you want to use as a light or whatever, double click it to extract it. then copy and paste that file to the data files/meshes directory, and make sure you put it in the same letter folder as it came from, without renaming it.

With that mesh in place, go into the CS, then open the lights tab in the object window, and right click anwhere and click new, then click "add art file" and browse for the file you copied to the data files. Then you can choose all your colours for the lights and such, give the object a unique ID hit save and then close the small window. Then you can drag and dop it into the render window and start using it.

If your unsure about anything just ask :)
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Thu Jun 03, 2010 6:18 am

but is the a way to have say five static models that have already been placed in many different cells hundreds of time, changed to lights so that all the placed object in all the cells automatic gets changed to lights too so that we dont have to manually change the object from the static to the light one at a time??
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Wed Jun 02, 2010 6:35 pm

Yes... you just select one of the objects, click edit on the menu toolbar and then click search and replace, then untick bth the boxes and choose the item you want to replace it with :facepalm:
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed Jun 02, 2010 8:44 pm

The global search/replace is almost as slow as replacing by hand, you have to scroll in an enormously long list for the 2 objects, and do this scrolling/replacing for every cell (well, every cell that you know that the object you want to replace exits). I guess it would work though, but i wish there was something more convinient..

What we're looking for is replacing the in-game Flora_Parasols (that has no light sources) with new ones that are created as Lights instead of Static objects.

Sorry, i seem to be a bit slow tonight, there are only what? Four different emp parasol meshes? The search and replace option is really simple, just do one at a time, and when your scrolling to find and object to replace it with, just start typing the begining of the ID

Would take less than a minute
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Wed Jun 02, 2010 5:32 pm

ahh i see now thank you guess i had a blond moment lol theres your answer vurt hope it helps :)
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Wed Jun 02, 2010 2:42 pm

Elementary my dear Watson
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Thu Jun 03, 2010 2:16 am

wile i have your attention swg my i just say how amazing your skies and weather are already a standard must have in my books and the birth signs are awesome. do you think you could complete the awesomeness with replacing the class pictures too?
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Thu Jun 03, 2010 12:40 am

Well thanks a bunch mate. I try to help you out and you just get me confused with starwarsguy :facepalm:

The initals arent that similar

No problem though, ill uhh.......... keep up the good work i guess :violin:
User avatar
Kieren Thomson
 
Posts: 3454
Joined: Sat Jul 21, 2007 3:28 am

Post » Wed Jun 02, 2010 11:55 pm

omg so sorry wonderful im glowing with embarrassment, this is what you get when you dont sleep properly lol. im familiar with you work Skyrim looks amazing and ill try not to read so fast that i make silly and embarrassing mistakes lol
User avatar
Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Thu Jun 03, 2010 5:48 am

Ha its cool man, i miss understood what you wanted to begin with too, need more sleep :)
User avatar
Sabrina Schwarz
 
Posts: 3538
Joined: Fri Jul 14, 2006 10:02 am

Post » Wed Jun 02, 2010 11:02 pm

i havnt slept in 3 days so yer i think i need some haha
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Thu Jun 03, 2010 1:59 am

Ha, probably a good idea yeah, your worse than i am! :P Which is pretty bad
User avatar
Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Wed Jun 02, 2010 7:24 pm

thankyou its a skill lol iv been spending most of my night trying to learn how rigg clothing and armor in blender, iv managed to get the left side working but for life of me the right side is imposable, im planning on a project that will make visible equipment along with sheathed weapons and shields back packs with removable tent and bed roll and belts with atachable pouches and potions that detect what you have in your inventory so that every time you pick something up it dosnt just dissaper in to thin air
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm

Post » Thu Jun 03, 2010 1:39 am

Thanks SGMonkey, then i understand. Tetchy helped me out also..
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Thu Jun 03, 2010 1:31 am

The global search/replace is almost as slow as replacing by hand, you have to scroll in an enormously long list for the 2 objects, and do this scrolling/replacing for every cell (well, every cell that you know that the object you want to replace exits).

Just in case it was not clear to anyone, the global search and replace defaults to the current cell, but you can untick the checkbox "Current Cell Only" and have it replace objects in all cells. It's come up before in another thread, so I guess that option isn't so obvious sometimes.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Thu Jun 03, 2010 12:41 am

i really svck at the editor :blush: but like everyone(lol) else i'm also gonna blame it on lack of sleep yesteday B)
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm


Return to III - Morrowind