Lights and Water and Me

Post » Mon Nov 19, 2012 1:25 am

For some reason certain lights/activators/FX don't seem to render in-game or in the Creation Kit when viewed from above water if they are submerged. (I assume the reverse is also true)
Is this the case for everyone?
The underwater lighting is a crucial aspect of the room, so how can I make them viewable?

CK screens below

Above water shot:
Spoiler
[img]http://i101.photobucket.com/albums/m57/will_cuthill/WaterLightsProblem1.png[/img]

Below water shot:
Spoiler
[img]http://i101.photobucket.com/albums/m57/will_cuthill/WaterLightsProblem2.png[/img]

*EDIT: Water is activator water, not cell water.
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X(S.a.R.a.H)X
 
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Post » Sun Nov 18, 2012 8:04 pm

Not being a modder, but could you not apply a light level to the surface to make it appear like it is coming from below?

Also:

There is a mod in New Vegas called the Underground Hideout. In there is a sauna/hot-tub that appears to have lights under the water. If you have that editor, you can see how the author achieved that effect. Should be similar for this game. I also think the pool in the Ultra-Lux has some underwater lights.
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Rik Douglas
 
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Post » Mon Nov 19, 2012 12:16 am

Thanks for the reply but unfortunately I do not own FNV and don't have access to the GECK.

I am a little dubious of a "solution" working across titles and engines. It might even be a non-issue, lights/activators/everything might simply render as you'd expect regardless of the player's perspective in relation to water level.

What do you mean by a "light level"? A light marker from the "Lights" section of the CK? I'm pretty sure those work as expected, and that's great for illumination but as you can see from the screenshots illumination isn't my problem (I actually haven't placed any nearby and don't plan to), its going to be the associated visuals.

One last thing (off topic). Is there a way to post my images without them becoming a link? I simply apply the spoiler tag (as a courtesy) and you can see them without being redirected externally?
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stephanie eastwood
 
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Post » Mon Nov 19, 2012 10:24 am

Perhaps the problem is related to a specific property of the associated meshes/textures?
I have absolutely zero expertise in this area, can anyone enlighten me or dispel this theory?
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REVLUTIN
 
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Post » Mon Nov 19, 2012 9:31 am

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