Freedom Reborn

Freedom Force Forums => Hex Editing => Topic started by: yell0w_lantern on July 04, 2015, 07:54:50 PM

Title: Lightening Dark Okject NIFs
Post by: yell0w_lantern 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?
Title: Re: Lightening Dark Okject NIFs
Post by: Cyber Burn 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.

(http://i199.photobucket.com/albums/aa49/Cyber_Burn_33/EZNif%20Lighting_zpszylqwiyv.jpg) (http://s199.photobucket.com/user/Cyber_Burn_33/media/EZNif%20Lighting_zpszylqwiyv.jpg.html)

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.
Title: Re: Lightening Dark Okject NIFs
Post by: yell0w_lantern 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.
Title: Re: Lightening Dark Okject NIFs
Post by: Cyber Burn 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.
Title: Re: Lightening Dark Okject NIFs
Post by: daglob 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.
Title: Re: Lightening Dark Okject NIFs
Post by: SickAlice 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.