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Author Topic: Lightening Dark Okject NIFs  (Read 603 times)

Offline yell0w_lantern

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Lightening Dark Okject NIFs
« on: July 04, 2015, 07:54:50 PM »
I know I can use NIFskope to increase the emissive value on the original FF objects like buildings but some of the damaged versions require quite a bit of time.  Are there any NIFskope scripts to automate the process or can EZNIF Convert be used?
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Offline Cyber Burn

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Re: Lightening Dark Okject NIFs
« Reply #1 on: July 05, 2015, 02:46:18 AM »
While I've never messed with Buildings before, I would assume that EZNifConvert would fix the lighting on them, same as it would a regular Mesh Object.



But like I said, this isn't something that I've messed with before, so I could be wrong, in which case, hopefully someone with a little more knowledge on the subject will chime in.

Offline yell0w_lantern

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Re: Lightening Dark Okject NIFs
« Reply #2 on: July 05, 2015, 11:27:38 AM »
Oh, I'm aware of that option in EZNIF Convert.  But does it work properly for objects or does it break the NIF?  Objects use a different exporter in Max than characters do.
Yellow Lantern smash!

Offline Cyber Burn

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Re: Lightening Dark Okject NIFs
« Reply #3 on: July 06, 2015, 01:11:23 AM »
Sorry YL, I think I'm out of my depth here. Hopefully someone with a bit more knowledge can answer your questions here.

Offline daglob

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Re: Lightening Dark Okject NIFs
« Reply #4 on: July 06, 2015, 09:00:22 PM »
I know that under the materials block in Nifscope you can change the emitted light and color of some objects, but I don't know if that is what you want.I used it to change the color of one of an aura once.

Offline SickAlice

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Re: Lightening Dark Okject NIFs
« Reply #5 on: August 03, 2015, 04:33:59 AM »
It does break them sometimes for FFVTTR. If you want to do it manually in Nifskope the standard lightened color values are as follows:

(selecting the models NiMaterialProperty and opening the Block Details window)

Both Ambient and Diffuse Colors: 1.000 (ff/solid white) all values
Specular Color: 0.900 (e5/light grey) all values. It will almost always be set to this already of course.
Emissive Color: 0.235 (3b/dark grey) all values. Usually this will be pitch black (00) instead.

* Note: You can only use newer versions of Nifskope for this (black background). Older versions (grey background) will break the object when you save it.

Hope that helps.