I do not know if this is possible, but one of the things that nags me just a little is when it rains the ground only turns dark, and that's only because ambient is lowered.
Now I know nothing about shaders or how/whether they can be applied dynamically, but heres my thought for those who know, how about using shaders to turn surfaces dark and glossy during rain?
Or perhaps you know another/better method?
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Wet surfaces suggestion/idea
#3
Posted 16 November 2009 - 06:32 PM
RunningBare, on Nov 15 2009, 10:06 AM, said:
I do not know if this is possible, but one of the things that nags me just a little is when it rains the ground only turns dark, and that's only because ambient is lowered.
Now I know nothing about shaders or how/whether they can be applied dynamically, but heres my thought for those who know, how about using shaders to turn surfaces dark and glossy during rain?
Or perhaps you know another/better method?
Now I know nothing about shaders or how/whether they can be applied dynamically, but heres my thought for those who know, how about using shaders to turn surfaces dark and glossy during rain?
Or perhaps you know another/better method?
It's possible to add shader effects to actors like with this mod, but I doubt it would be possible to apply them to ground textures.
RunningBare, on Nov 16 2009, 12:17 PM, said:
Shameless bump
But also to ask is there a way to change interior ambient light from a script?
But also to ask is there a way to change interior ambient light from a script?
I hope I'm wrong but I don't know a single function that could allow to do so. The only stuff I can think of are the "weather" functions but thoose obviously only will work on exteriors (or maybe not, I haven't tried). If that works for you setting setWeatherColor to a lower values in each R/G/B should make the light less intense.
Another way strictly for interiors, you could edit the cell, remove the ambient light and place a fake light bulb. Then you can alter it either disabling the light reference to turn the lights off or editing it's radius with SetLightRadius, but that would need a cell reloading. Not very nice solutions as you can see, and quite limited. That's the best I could found on the wiki, as I say I hope I'm wrong but I fear that's almost everything that can be done about it.
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