One problem is that enginewise a single model can only be the target of, I think 2 lights + sun and some other ambient stuff (could be a bit off here) so lights would not overlap the lighting to it's surroundings but would replace each other.
How about having one smaller, darkest mesh at center, then an outer mesh that will fade in/out using the fade scripting function. This way it will still appear mostly solid because of the black base even when the outer mesh is fading?
8 lights, one of which is reserved for the sun, so it should be the nearest 7 lights placed in the world. Every light has ambient, diffuse, and specular colors it can project.
We really need MWSE lighting commands in MGE. I'm not sure how the MWSE function syntax works, or I'd add them. :S
If fading light can't be done by scripting, then maybe it can be done by manipulating it with a further mesh. Picture this:
You have a lightsource, which is covered by an invisible sphere, meaning texture has alpha channel 100%, next NiFlipController lets sphere flip to the next texture having only about 80% alpha, next has 60% and so on. If you determine the values inside nifskope that flipping the textures looks fluid, you should have a fading in and out as you like.
What has to be tested is:
Does light shine through seethrough meshes or is it interupted?
TheDaywalker :rock:
The light will not be darkened by putting a sphere around it. The sphere itself will be lit, but since the MW engine doesn't calculate shadows, that won't prevent anything else from being lit. To test it, put two room side pieces next to each other, and put a torch in one. The wall between them won't stop the torch from illuminating the floor of the other, unfortunately.
There is an Ni-node that involves lights, and as far as I know, that will illuminate the mesh it is in, but
only that mesh. So an NiLight doesn't count as a light to Morrowind, but to the mesh it's attached to, it is a light and should illuminate it. You could use activators, keyframe them (with note tags) to fade that light in an out, and using the curves in Max, make it fade smoothly or quadratically or whatever you please. It won't cast light on other objects, but it should light up that plant. Then you just have to play the animation.
Edit: And this project looks really interesting, I'm tempted to dip my fingers in, but I'm not sure where... Fligg's got the scripting handled, and I'm no artist (mesh/texture-wise). :chinscratch: