Difference between revisions of "Talk:PlayMagicShaderVisuals"
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:I'm fairly sure it does affect arms and legs... did you try this with a mod-added armor? I believe that skin portions of armor and clothing need to be marked as "skin" in the mesh for the "skin-only" shader to affect them... but I believe that they normally are affected. | :I'm fairly sure it does affect arms and legs... did you try this with a mod-added armor? I believe that skin portions of armor and clothing need to be marked as "skin" in the mesh for the "skin-only" shader to affect them... but I believe that they normally are affected. | ||
:[[User:DragoonWraith|<span --[[User:Dev akm|dev_akm]] 19:45, 20 June 2008 (EDT)style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 10:34, 16 July 2007 (EDT) | |||
Does anyone know that units the duration is in? Seems like it would be seconds but the shader seems to play much longer. Feywulf, sorry you didn't get an answer. Maybe the limbs & torso are due to clothing / armor meshes? | |||
[[User:Xilver | Xilver ]] | |||
:Perhaps number of cycles? That's the only guess I can think of. | |||
:[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 10:34, 16 July 2007 (EDT) | :[[User:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">D</span>ragoon <span style="font-family: Oblivion, Daedric Runes; size=2;">W</span>raith]] [[User_talk:DragoonWraith|<span style="font-family: Oblivion, Daedric Runes; size=2;">TALK</span>]] 10:34, 16 July 2007 (EDT) | ||
::It's always seemed to be seconds to me. Perhaps the duration doesn't include the ramp down time (and possibly the ramp up too, simply the full). [[User:Talkie Toaster|Talkie Toaster]] 19:33, 16 July 2007 (EDT) | |||
:::Yeah, seems closer to "seconds" for longer durations but for the shorter ones it seems inaccurate. Also, Dragoon, looks like most Effectshaders have a cycle time on 1 second. While my custom shader was 3. Rampup, down, and cycle may all come into play here. I'll experiment.[[User:Xilver | Xilver ]] | |||
=Dynamic Items/Equipped Items= | |||
Has anyone found a way to make pms work on an equipped item? Or is it limited to working on the parent container (i.e., the player or an NPC, etc.)? --[[User:Dev akm|dev_akm]] 19:45, 20 June 2008 (EDT) | |||
::On further testing, it seems pms '''does''' work on weapons when they are placed in a cell, just not in inventory.--[[User:Dev akm|dev_akm]] 21:11, 21 June 2008 (EDT) |
Latest revision as of 20:11, 21 June 2008
--Feywulf 2:02, 20th April 2006 (EDT): Magic shader visuals with "affect skin only" set will play on hands, tails, head, and ears, but not on hair, eyes, arms, legs, or torso. I understand why it doesn't affect hair or eyes, but shouldn't it affect the arms, legs, and torso?
- I'm fairly sure it does affect arms and legs... did you try this with a mod-added armor? I believe that skin portions of armor and clothing need to be marked as "skin" in the mesh for the "skin-only" shader to affect them... but I believe that they normally are affected.
- Dragoon Wraith TALK 10:34, 16 July 2007 (EDT)
Does anyone know that units the duration is in? Seems like it would be seconds but the shader seems to play much longer. Feywulf, sorry you didn't get an answer. Maybe the limbs & torso are due to clothing / armor meshes? Xilver
- Perhaps number of cycles? That's the only guess I can think of.
- Dragoon Wraith TALK 10:34, 16 July 2007 (EDT)
- It's always seemed to be seconds to me. Perhaps the duration doesn't include the ramp down time (and possibly the ramp up too, simply the full). Talkie Toaster 19:33, 16 July 2007 (EDT)
- Yeah, seems closer to "seconds" for longer durations but for the shorter ones it seems inaccurate. Also, Dragoon, looks like most Effectshaders have a cycle time on 1 second. While my custom shader was 3. Rampup, down, and cycle may all come into play here. I'll experiment. Xilver
Dynamic Items/Equipped Items[edit source]
Has anyone found a way to make pms work on an equipped item? Or is it limited to working on the parent container (i.e., the player or an NPC, etc.)? --dev_akm 19:45, 20 June 2008 (EDT)
- On further testing, it seems pms does work on weapons when they are placed in a cell, just not in inventory.--dev_akm 21:11, 21 June 2008 (EDT)