Difference between revisions of "Flame Color Change"

282 bytes added ,  17:42, 17 August 2006
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imported>Ra5946
imported>Ra5946
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Still using the same nif, go to this node:
Still using the same nif, go to this node:
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The fire emitter causes a flicker effect in the centre of the flame. It has one texture which is used at alternating angles. For torches, the texture is textures/fire/fireflameparticle.dds. Make a copy of the texture, then edit it (the copy, that is) in Photoshop. Adjust its colouration in the same way you adjusted the colouration for the flame textures:
The fire emitter causes a flicker effect in the centre of the flame. It has one texture which is used at alternating angles. For torches, the texture is textures/fire/fireflameparticle.dds. Make a copy of the texture, then edit it (the copy, that is) in Photoshop. Adjust its colouration in the same way you adjusted the colouration for the flame textures:
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Save it using DXT3 (Explicit Alpha), then replace the texture in the node shown above with your new texture. Note that this will not make a visible difference to the flame display in NifSkope.  
Save it using DXT3 (Explicit Alpha), then replace the texture in the node shown above with your new texture. Note that this will not make a visible difference to the flame display in NifSkope.  


Step 3: Recolouring the spark emitter  
Step 3: Recolouring the spark emitter  


The spark emitter controls the sparks that fly off a torch, and is defined here:
The spark emitter controls the sparks that fly off a torch, and is defined here:
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The default texture is textures/fire/firesparkparticle.dds. Follow the same steps as in #2 above: edit a copy of the texture, adjust its colour, save it using DXT3 (Explicit Alpha), and replace the texture in NifSkope.  
The default texture is textures/fire/firesparkparticle.dds. Follow the same steps as in #2 above: edit a copy of the texture, adjust its colour, save it using DXT3 (Explicit Alpha), and replace the texture in NifSkope.  


Step 4: Adding the flame in the CS  
Step 4: Adding the flame in the CS  
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Simply double-click on one of them, let's pick FlameNode20, and associate our new flame nif with the object. Our first coloured flame is now ready.  
Simply double-click on one of them, let's pick FlameNode20, and associate our new flame nif with the object. Our first coloured flame is now ready.  


Step 5: Modifying the light sconce  
Step 5: Modifying the light sconce  


The last step is to create a torch which actually uses the new flame. Open a copy of meshes/architecture/castle/castlelight02.nif and go to the following node:
The last step is to create a torch which actually uses the new flame. Open a copy of meshes/architecture/castle/castlelight02.nif and go to the following node:
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This is the link to the flame which will be shown when the torch is burning; currently it references FlameNode2, which is the default flame for large torches. All we need to do is to change the reference to use our new flame. However, FlameNodes from 10 to 20 are not referenced by number, but by letter - A is node 10, K is node 20. Double-click on the reference and change it to FlameNodeK.  
This is the link to the flame which will be shown when the torch is burning; currently it references FlameNode2, which is the default flame for large torches. All we need to do is to change the reference to use our new flame. However, FlameNodes from 10 to 20 are not referenced by number, but by letter - A is node 10, K is node 20. Double-click on the reference and change it to FlameNodeK.  


Once you have done this, save the nif, then open the CS and create a new static object using the nif. Drag it into the render window, and hey presto! We have a funky purple flame!  
Once you have done this, save the nif, then open the CS and create a new static object using the nif. Drag it into the render window, and hey presto! We have a funky purple flame!  
 
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