Difference between revisions of "Light switch tutorial"

204 bytes added ,  19:46, 13 February 2009
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imported>Puf the majic dragon
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imported>Puf the majic dragon
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If you create your own mesh, keep in mind that certain settings on the collision node in NifSkope need to be changed in order to keep the object from falling due to gravity or moving when it is bumped. In short, the "Layer" on the bhkRigidBody needs to be OL_STATIC, the "Collision Response" needs to be "RESPONSE_SIMPLE_CONTACT", and the "Motion System" needs to be "MO_SYS_FIXED". Other properties may also need to be set inside this node as well, so it is best to compare your settings to the properties of an unedited Bethesda mesh.
If you create your own mesh, keep in mind that certain settings on the collision node in NifSkope need to be changed in order to keep the object from falling due to gravity or moving when it is bumped. In short, the "Layer" on the bhkRigidBody needs to be OL_STATIC, the "Collision Response" needs to be "RESPONSE_SIMPLE_CONTACT", and the "Motion System" needs to be "MO_SYS_FIXED". Other properties may also need to be set inside this node as well, so it is best to compare your settings to the properties of an unedited Bethesda mesh.
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If your activator has no visible mesh, make sure to add an [[Editor Marker]]to the mesh so you can see it when you place it in the render window.
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== Placing Your Lights ==
== Placing Your Lights ==


The next step is to place your light sources in the render window and arrange them how you want them to appear in game. For example, placing a flame over a brazier:
The next step is to place your light sources in the render window and arrange them how you want them to appear in game. For example, placing a flame over a brazier (see screenshot).


[[Image:Lighttutflame.jpg|thumb|right|Properties of a light source]]
[[Image:Lighttutflame.jpg|thumb|right|Properties of a light source]]
You then must edit each light source and parent it to one of your switches:
You then must edit each light source and parent it to one of your switches, as shown in the screenshot.


If you want to have candles or chandeliers or other visible objects as your light source, you can simulate the candle in the off and on states by placing the "off" version of the candle (usually listed under World Objects > Statics > Lights in the Object Window of the CS) and parenting it to the Off switch, then place the "Fake" version of the same candle (usually found in the same place as the off version) and parent it to the "On" switch. Then place an ordinary light (represented by the light bulb) somewhere nearby.
If you want to have candles or chandeliers or other visible objects as your light source, you can simulate the candle in the off and on states by placing the "off" version of the candle (usually listed under World Objects > Statics > Lights in the Object Window of the CS) and parenting it to the Off switch, then place the "Fake" version of the same candle (usually found in the same place as the off version) and parent it to the "On" switch. Then place an ordinary light (represented by the light bulb) somewhere nearby.