Difference between revisions of "SetCellLighting"

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imported>AndalayBay
imported>AndalayBay
 
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==Detailed Example==
==Detailed Example==
Here's an example detailing how you might set the cell lighting. Note that if you modify the lighting via script like this, you need to do it again with each load of a saved game, so the code in the GameMode block needs to be repeated using a GetGameLoaded test.  Also, only the desired elements are included in the update. This script does not modify the fognear, clip or fade settings - they will be left at their current values. Lastly the myModHouse parameter is the Editor ID of the cell we wish to change.
  scn setCellLightingExampleScript
  scn setCellLightingExampleScript
 
  array_var cellLighting
  array_var cellLighting
 
  begin GameMode
  begin GameMode
 
   let cellLighting := ar_construct StringMap
   let cellLighting := ar_construct StringMap
   let cellLighting["ambient"] := ar_construct array
   let cellLighting["ambient"] := ar_construct array
   let cellLighting["fog"] := ar_construct array
   let cellLighting["fog"] := ar_construct array
   let cellLighting["directional"] := ar_construct array
   let cellLighting["directional"] := ar_construct array
 
   let cellLighting["ambient"][0] := 20
   let cellLighting["ambient"][0] := 20
   let cellLighting["ambient"][1] := 20
   let cellLighting["ambient"][1] := 20
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   let cellLighting["rotxy"] := 0
   let cellLighting["rotxy"] := 0
   let cellLighting["rotz"] := 0
   let cellLighting["rotz"] := 0
 
   setCellLighting myModHouse cellLighting
   setCellLighting myModHouse cellLighting
  end
  end

Latest revision as of 00:48, 17 January 2012

< [[::Category:Functions|Category:Functions]]

A function added by the Oblivion Script Extender.

Syntax:

(nothing) SetCellLighting newValues:StringMap

Alters one or more of an interior cell's lighting fields, taking a StringMap of the same format as that returned by GetCellLighting. Include only the elements you wish to change; if a key is not found its value will not be modified.

The StringMap contains the following key-value pairs corresponding to the fields in the editor's Cell Lighting tab, where 'RGB Array' is a 3-element Array with values from 0-255 in the order {red, green, blue}:

  • "ambient" (RGB Array)
  • "directional" (RGB Array)
  • "fog" (RGB Array)
  • "rotxy" (float)
  • "rotz" (float)
  • "fognear" (float)
  • "fogfar" (float)
  • "clip" (float)
  • "fade" (float)


Detailed Example

Here's an example detailing how you might set the cell lighting. Note that if you modify the lighting via script like this, you need to do it again with each load of a saved game, so the code in the GameMode block needs to be repeated using a GetGameLoaded test. Also, only the desired elements are included in the update. This script does not modify the fognear, clip or fade settings - they will be left at their current values. Lastly the myModHouse parameter is the Editor ID of the cell we wish to change.

scn setCellLightingExampleScript

array_var cellLighting

begin GameMode

  let cellLighting := ar_construct StringMap
  let cellLighting["ambient"] := ar_construct array
  let cellLighting["fog"] := ar_construct array
  let cellLighting["directional"] := ar_construct array

  let cellLighting["ambient"][0] := 20
  let cellLighting["ambient"][1] := 20
  let cellLighting["ambient"][2] := 20
  let cellLighting["fog"][0] := 0
  let cellLighting["fog"][1] := 0
  let cellLighting["fog"][2] := 0
  let cellLighting["fogfar"] := 0
  let cellLighting["directional"][0] := 0
  let cellLighting["directional"][1] := 0
  let cellLighting["directional"][2] := 0
  let cellLighting["rotxy"] := 0
  let cellLighting["rotz"] := 0

  setCellLighting myModHouse cellLighting
end

See Also