what is it that makes a nif fade in? (the nif, not scripted

Post » Sun Nov 18, 2012 1:28 pm

i have some enabling/disabling lightswitches and stuff, that'd require their items to pop in/out without any fade.
independent of the scripted (or enabling parent) settings though, lots (or even most) objects still have a slight fade in when enabling, how can i get rid of this in nifskope?
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joeK
 
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Post » Sun Nov 18, 2012 6:57 pm

I think it is entirely done by the game engine, and not anything in the nif. I am not sure though. From what you've said, it sounds like you are enabling/disabling a parent which enables/disables a lot of connected items. Maybe the fade argument only works on the parent? Could you try disabling/enabling the connected items themselves and see if it still happens?

Can you also specify exactly which nifs you are using?
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A Boy called Marilyn
 
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Post » Sun Nov 18, 2012 9:10 am

According to http://www.creationkit.com/Enable_-_ObjectReference references enabled via an enable parent will always pop in. References enabled directly with the enable command can be told to pop in by supplying a True value to the fadein argument. I haven't actually tested this though so I can't say for sure that it is correct.
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Claire Vaux
 
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Post » Sun Nov 18, 2012 4:22 pm

I think it is entirely done by the game engine, and not anything in the nif. I am not sure though. From what you've said, it sounds like you are enabling/disabling a parent which enables/disables a lot of connected items. Maybe the fade argument only works on the parent? Could you try disabling/enabling the connected items themselves and see if it still happens?
Can you also specify exactly which nifs you are using?
ok, just an example for comparison:
if you simply put a
.static Clutter\Common\CandleLanternwithCandle01.nif ('CandleLanternwithCandle01') and a
.misc Clutter\Common\CandleLantern01.nif ('Lantern01')
somewhere in the landscape and disable/enable them via console (exactly same results with anything scripted or parented though),
both would pop out allright on disabling, but on re-enabling, the static lantern would have a slight fade in (which is different from the scripted fading (fades faster)) -
while the misc-lantern would _not_ fade, but pop in just fine.

static, bigger and especially lit objects seem to have a bigger fading-in-chance, so i think it might have to do something with distance visibility or whatever (i've encountered the same behaviour already on some nifs for fonv, but there it was only really big statics, while now it seems to be about every piece of ****)
(what i'm actually trying to use mostly is pairs of, like, lit lanterns like the above static with my own nifs without flames, glow and stuff i made from them)

i really do hope for a way to get rid of this, for switching animations, this is really disturbing, because the switched items, well, _fade_ :-)
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Ally Chimienti
 
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Post » Sun Nov 18, 2012 10:42 pm

According to http://www.creationkit.com/Enable_-_ObjectReference references enabled via an enable parent will always pop in. References enabled directly with the enable command can be told to pop in by supplying a True value to the fadein argument. I haven't actually tested this though so I can't say for sure that it is correct.
thx, but i'm 99,99% sure this has nothing to do with any of those. tried literally everything there is in this direction. twice. :-)
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nath
 
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Post » Sun Nov 18, 2012 6:05 pm

*bump*
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Roberto Gaeta
 
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Post » Sun Nov 18, 2012 7:44 pm

ok, just an example for comparison:
if you simply put a
.static Clutter\Common\CandleLanternwithCandle01.nif ('CandleLanternwithCandle01') and a
.misc Clutter\Common\CandleLantern01.nif ('Lantern01')
somewhere in the landscape and disable/enable them via console (exactly same results with anything scripted or parented though),
both would pop out allright on disabling, but on re-enabling, the static lantern would have a slight fade in (which is different from the scripted fading (fades faster)) -
while the misc-lantern would _not_ fade, but pop in just fine.

static, bigger and especially lit objects seem to have a bigger fading-in-chance, so i think it might have to do something with distance visibility or whatever (i've encountered the same behaviour already on some nifs for fonv, but there it was only really big statics, while now it seems to be about every piece of ****)
(what i'm actually trying to use mostly is pairs of, like, lit lanterns like the above static with my own nifs without flames, glow and stuff i made from them)

i really do hope for a way to get rid of this, for switching animations, this is really disturbing, because the switched items, well, _fade_ :-)

I see, but nonetheless, I think it's a game engine thing. Perhaps related to "Object Detail Fade" in the game settings? Try it with that enabled and disabled.
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Cathrine Jack
 
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Post » Sun Nov 18, 2012 4:27 pm

I see, but nonetheless, I think it's a game engine thing.
if it was like this for _any_ object, i'd say ok, this'll be it.
the fact it isn't still makes me doubt though

Perhaps related to "Object Detail Fade" in the game settings? Try it with that enabled and disabled.
mhm, i'll try to check out if this changes anything
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Pawel Platek
 
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Post » Sun Nov 18, 2012 5:39 pm

if it was like this for _any_ object, i'd say ok, this'll be it.
the fact it isn't still makes me doubt though

Yeah, but it seems to happen for larger and static objects you say. Well, I think it might be that the game engine automatically assumes statics can have LOD, and the "enable pop" is the same one used for showing higher quality levels as you get close, which are faded in to avoid weirdness if you have that setting enabled? I'm curious myself though, so I might test it too.
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Donald Richards
 
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Post » Sun Nov 18, 2012 8:38 am

Yeah, but it seems to happen for larger and static objects you say. Well, I think it might be that the game engine automatically assumes statics can have LOD, and the "enable pop" is the same one used for showing higher quality levels as you get close, which are faded in to avoid weirdness if you have that setting enabled? I'm curious myself though, so I might test it too.
if you take my above examples, candlelanternwithcandles01 and candlelantern01 (iirc), the first one is fading, the second one is not.
they're exactly the same size, and from what i could see, there's no difference in their lod-behaviour either.
if you strip the first one off candles and glow in nifskope, you get something with _no_ relevant differences whatsoever i could find in their trishape-data or lighting shader properties.
still, it fades, why the original candleless lantern does not.

so, the one remaining difference i could see is, one (fading) is ol_static in nif and 'static' in ck, while the other (non-fading) is ol_clutter in nif and 'misc' in ck.
so i thought changing this both might fix this, but it didn't (gonna try this again though, the 'ol_static' is set in more than one places and i might well have overlooked stg, ain't that big in nifskope)
so after that, i have two seemingly _identlcal_ items, but still one fades and one doesn't. so, game engine or not, it has to decide on SOMETHING if it makes s*** fade, [censored] :-)

i just can't believe nobody obviously encountered this problem so far, you'd get the effect on about any enabling-/disabling-switching you'd do, fallout-mods were full of lightswitches, hasn't anybody done some in ck really...? - yeah i'm aware you can't switch a candle. but blow it out, still :-)
or am i maybe just missing out on some amazing new & better method to do such a thing?
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clelia vega
 
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