TES Skyrim 0.252
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- *blah-blah-blah maniac*
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Re: TES Skyrim 0.252
Skyrim don't have any kind of global illumination (indirect lighting is the part of it), even lightmaps are just ambient occlusions. And i can't make anything similar to UE4 or CryEngine, because those require engine source code. I wrote already that planning to implement gi, but it's very different algorithm.
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Re: TES Skyrim 0.252
Ah, I never knew ELFX added that light bulb on the floor. A fake gi to light up surroundings.Opethfeldt wrote:@skysan4298
That is just an invisible light bulb placed on the floor
I always had to use a torch outside daytime as I took a snapshot to light up the NPC, so some gi effect could make a better and nicer scenery.ENBSeries wrote:Skyrim don't have any kind of global illumination (indirect lighting is the part of it), even lightmaps are just ambient occlusions. And i can't make anything similar to UE4 or CryEngine, because those require engine source code. I wrote already that planning to implement gi, but it's very different algorithm.
I've been trying to link that BluePalace "spotlight" intensity to the weather ids, so the brightness on the spotlight matches outside weather. BluePalace was missing the "show sky" option, and no weather detected inside BluePalace. I enabled it, but only the "PointLightIntensityInterior" value impacted spotlights but also impacted all other lights. Is this even possible for ENB to distinguish spotlights and 3 other light types?
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Re: TES Skyrim 0.252
Spotlights not exist in render pipeline.
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Re: TES Skyrim 0.252
skysan4298;
If you want certain light bulbs to be affected by the weather you are going about it the wrong way.
To make the light bulbs change it's color you need to assign an emittance effect to it in the Creation Kit, use the FXWeathers for that or a proper region weather for that interior, TU if I recall correctly.
Forget about the show sky value as that will only add a weather pattern/patterns to the skybox of that interior and in ENB terms it will
only have a visual impact on the scene if you are not using the [TIMEOFDAY] effect.
Look under the Using Effects and External Emittance section -> http://www.creationkit.com/Bethesda_Tut ... hts_and_FX
If you want certain light bulbs to be affected by the weather you are going about it the wrong way.
To make the light bulbs change it's color you need to assign an emittance effect to it in the Creation Kit, use the FXWeathers for that or a proper region weather for that interior, TU if I recall correctly.
Forget about the show sky value as that will only add a weather pattern/patterns to the skybox of that interior and in ENB terms it will
only have a visual impact on the scene if you are not using the [TIMEOFDAY] effect.
Look under the Using Effects and External Emittance section -> http://www.creationkit.com/Bethesda_Tut ... hts_and_FX
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Re: TES Skyrim 0.252
http://www.creationkit.com/Bethesda_Tut ... _of_LightsENBSeries wrote:Spotlights not exist in render pipeline.
http://www.creationkit.com/File:Spotlight.jpg
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Re: TES Skyrim 0.252
EDIT: better to ignore some smart asses to keep nerves safe.
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Re: TES Skyrim 0.252
So, by the time ENB sees them in pipeline they’re just a light. ENB achieves a lot by just examining the render pipeline. I hope I didn’t sounded a smart asses.ENBSeries wrote:Spotlights not exist in render pipeline.
The list had WeatherSolitude (no FXWeathers*), and it only changed the color not intensity. I’ll play with CK some more if CK can allow the light intensity based on the Emittance Exterior Light weather setting.--JawZ-- wrote:To make the light bulbs change it's color you need to assign an emittance effect to it in the Creation Kit, use the FXWeathers
Thanks both for listening to my babbling.
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Re: TES Skyrim 0.252
skysan4298;
No there is no such option in it, you will have to resort to scripting for such a function.
FXWeathers are the standard emittance weathers as they only contain values for it and nothing else. then you can assign the more "regular" weathers as well.
No there is no such option in it, you will have to resort to scripting for such a function.
FXWeathers are the standard emittance weathers as they only contain values for it and nothing else. then you can assign the more "regular" weathers as well.