Is this behaviour intended? -- There are no console messages, everything works fine.
(The screenshots were taken in fully upgraded Raven Rock.)
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Does this allow for some streamlined or advanced handling of textures that change? I always questioned the performance impact of the various glowing window mods and thought it would be nice if we had some kind of built in way for handling that. Perhaps I should start a thread elsewhere about it, but I don't even know exactly how these usually work to propose a novel solution. I always just assumed they had a timed script that was constantly checking what time it was to enable a new window texture, which seems like a waste of resources.scrawl wrote: ↑12 Sep 2017, 16:48 Maybe we can add a way for glow maps to be automatically picked up with a certain file extension, like we do for normal maps. Using a texture will be more costly than a simple emissive color, but on the flip side you get to make certain parts of the object more glowing than others..
This would have been awesome.scrawl wrote: ↑12 Sep 2017, 16:48 Maybe we can add a way for glow maps to be automatically picked up with a certain file extension, like we do for normal maps. Using a texture will be more costly than a simple emissive color, but on the flip side you get to make certain parts of the object more glowing than others..
Would have been or would be? We can still do itThis would have been awesome.
The texture animation is not a script. It's a NiFlipController, which essentially does the same thing (check the current time and set the correct texture from a list).Does this allow for some streamlined or advanced handling of textures that change? I always questioned the performance impact of the various glowing window mods and thought it would be nice if we had some kind of built in way for handling that. Perhaps I should start a thread elsewhere about it, but I don't even know exactly how these usually work to propose a novel solution. I always just assumed they had a timed script that was constantly checking what time it was to enable a new window texture, which seems like a waste of resources.
Lol, appropriate regardless.AnyOldName3 wrote: ↑12 Sep 2017, 23:06 Resources one enjoys wasting are not resources wasted - John Lennon, sort of, but I tweaked it.
Interesting, I had always assumed someone had made every window an activator with a script that constantly checked what time it was, which seemed very inelegant. I think it was a similar mod that I used in Oblivion that always annoyed me because it would take a couple seconds for the game to realize it should have loaded the glowing textures and they'd all pop into place. I'm guessing we already support the NiFlipController? So if lysol adds the glow to his window textures and sets the time in this list, all his windows would automatically glow at the right times? If so, that's seriously cool.scrawl wrote: ↑12 Sep 2017, 22:52 The texture animation is not a script. It's a NiFlipController, which essentially does the same thing (check the current time and set the correct texture from a list).
Making window textures glow and pulse is always going to be a waste of resources, no matter how you do it.
Edit: if you're talking about the switch from daytime to nighttime, that's probably a script. Scripts that don't do anything until it is a certain time shouldn't have much impact.
A controller's default time source is just a constantly increasing realtime-timer (except for when the game is paused, it doesn't increase). In this sense, NiFlipControllers are usually used to flip between textures every n-(milli)seconds regardless of what time of day it is.I'm guessing we already support the NiFlipController? So if lysol adds the glow to his window textures and sets the time in this list, all his windows would automatically glow at the right times?