SetCellLighting
Revision as of 18:33, 16 January 2012 by imported>AndalayBay
< [[::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
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