Difference between revisions of "Making A New Light"

235 bytes added ,  01:42, 4 August 2008
updating tutorial - easier to just edit the BSXFlag node
imported>ShadowDancer
m (formatting)
imported>ShadowDancer
(updating tutorial - easier to just edit the BSXFlag node)
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[[Image:LightTut1.JPG|right|thumb|Click on Remove]]
[[Image:LightTut1.JPG|right|thumb|Double-Click on Value in Integer Data and change to 17 or 19]]
First, we have to place the .nif file in our \meshes folder. If you are making this light to include in your mod, I would suggest putting it in a unique subfolder of your own so that there is less likelihood of it conflicting with some other mod. After all, NewLight in the \meshes folder could get pretty ugly really quickly. Lets start with the .nif of the new light and open it up in Nifskope. We are going to expand the 0 NiNode and then right click > Block > Remove on the BSXFlags node (it should be #1).
First, we have to place the .nif file in our \meshes folder. If you are making this light to include in your mod, I would suggest putting it in a unique subfolder of your own so that there is less likelihood of it conflicting with some other mod. After all, NewLight in the \meshes folder could get pretty ugly really quickly. Lets start with the .nif of the new light and open it up in Nifskope. We are going to expand the 0 NiNode and then left click on the BSXFlags node (it should be #1 in the list). Then double click on the value for Integer Data and change that to either 17 (value for Enable Animation and Flame Nodes Present) or 19 (value for Enable Collision, Enable Animation and Flame Nodes Present).




[[Image:LightTut2.JPG|right|thumb|Click on Copy Branch]]
[[Image:LightTut2.JPG|right|thumb|Click on Copy Branch]]
Next we want to locate a light that plays the same role as our new light and also open it up in NifSkope. In this case, its going to be torch02.nif from the \meshes\lights directory since the basis for this tutorial was a torch I made. Once torch02.nif is in NifSkope, You will want to expand the 0-NiNode so you can find the following:
Next we want to locate a light that plays the same role as our new light and open it up in NifSkope as well. In this case, its going to be torch02.nif from the \meshes\lights directory since the basis for this tutorial was a torch I made. Once torch02.nif is in NifSkope, You will want to expand the 0-NiNode so you can find the following:




* BSXFlags BSX
* NiNode AttachLight
* NiNode AttachLight
* NiNode FlameNode1
* NiNode FlameNode1
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