I think some people misunderstood which script I am using. Let me explain: I modified WillieSea's script from Levelers Tower which uses a Quest to make the clock moving all the time. This is my current script:
Scriptname DragonsreachClockQuestScript extends Quest {Controls Clock Hands}GlobalVariable Property GameHour Auto GlobalVariable Property GameDay Auto GlobalVariable Property GameMonth Auto GlobalVariable Property GameDaysPassed Auto ObjectReference Property MinuteHandFront Auto ObjectReference Property HourHandFront Auto ObjectReference Property MinuteHandLeft Auto ObjectReference Property HourHandLeft Auto ObjectReference Property MinuteHandRight Auto ObjectReference Property HourHandRight Auto ObjectReference Property MinuteHandBack Auto ObjectReference Property HourHandBack Auto float myMAnglefloat myHAngleint myIntfloat mySpeedfloat myDatefloat myMonthfloat myDayint myDaysPassedEvent OnInit() registerForUpdate(1) mySpeed = 100EndEventEvent OnUpdate() myHAngle = GameHour.GetValue() myInt = myHAngle as int myMAngle = ((( myHAngle - myInt ) * 100 ) * 3.6 ) if myHAngle >= 13.0 myHAngle = ( myHAngle - 12.0 ) endif myHAngle = ( myHAngle * 30.0 ) if (MinuteHandFront.Is3DLoaded()) MinuteHandFront.SplineTranslateTo(28105.8848, 1484.0991, 950.8602, 270.0000, 45.0000, myMAngle, 1.0, 1.0, mySpeed) HourHandFront.SplineTranslateTo(28106.4609, 1485.2988, 951.4893, 270.0000, 45.0000, myHAngle, 1.0, 1.0, mySpeed) endif if (MinuteHandRight.Is3DLoaded()) MinuteHandRight.SplineTranslateTo(28431.6914, 1483.7139, 950.8602, -90.0000, -45.0000, myMAngle, 1.0, 1.0, mySpeed) HourHandRight.SplineTranslateTo(28430.4727, 1484.2573, 951.4893, -90.0000, -45.0000, myHAngle, 1.0, 1.0, mySpeed) endif if (MinuteHandLeft.Is3DLoaded()) MinuteHandLeft.SplineTranslateTo(28103.8555, 1815.1019, 950.8602, 90.0000, 45.0000, myMAngle+180, 1.0, 1.0, mySpeed) HourHandLeft.SplineTranslateTo(28105.0371, 1814.4867, 951.4893, 90.0000, 45.0000, myHAngle+180, 1.0, 1.0, mySpeed) endif if (MinuteHandBack.Is3DLoaded()) MinuteHandBack.SplineTranslateTo(28429.6035, 1817.4072, 950.8602, 90.0000, -45.0000, myMAngle+180, 1.0, 1.0, mySpeed) HourHandBack.SplineTranslateTo(28428.9766, 1816.2299, 951.4893, 90.0000, -45.0000, myHAngle+180, 1.0, 1.0, mySpeed) endifEndEventBy discrete movement I mean moving like a second hand on a quartz clock -> bit by bit, and by continuous I mean moving ALL the time -> on normal clock its usually not visible how the hour and minute hands are moving because they are moving continuously (actually they still move discretely but with so high rate that you dont see it with human eye, so it LOOKS LIKE they are moving continuously).
Now I figured that maybe if I made the refresh rate big enough (registerForUpdate(1) --> registerForUpdate(0.01)) it would look like continuous movement, but two thoughts have crossed my mind then:
-> I am not sure if the script is running all the time or only when you are in Whiterun, since it checks if hands are loaded I assume its running all the time, and if I make very high refresh rate it could impact the performance. Not sure if thats true, im only guessing.
-> I could probably make all the clocks in Skyrim I create run from this same script, would that have any performance issues?
You wouldn't want them to update in real time.
Time in Skyrim passes alot faster than normal time. Your minute hand would look like a second hand if it were to keep live Skyrim time.
As for the hands not showing, tick the Is Full LOD box in the objects properties.
Actually it would be a lot better if it updated in real time, reason being it would have the exact opposite effect of what you described as "it would look like a second hand". Clocks in Oblivion updated in real-time and it looked quite nice, it makes it less obvious that time is passing a lot quicker than normal IMO.
Yes, this fixes the problem of "hands not showing", thank you!
As far as your texture issue goes, do you have correct normal maps included for your tex (myTex_n.dds)? That may cause it to appear darker than it should, as it wouldn't be reflecting any light. It may also mess with the AA as well, though I'm not THAT familiar with AA and what it specifically affects.
I am quite sure I included the correct normal maps, I created them myself in photoshop. But just in case I tried removing them from the model and tested, the hands were still pitch black and unAAed:S
Perhaps a video will show the thing better: (curiously only the back face had black hands when I was recording the video (I think this might mean its not the model bug but game bug - or not, hell, I dont know :S), graphical glitches are due to ENB which I didnt use when I was testing the clock before)
http://youtu.be/kg8F98TVU-U
Heres another example of weird behaviour:
[img]http://shrani.si/f/2C/dW/2DBWVsRx/tesv20120426225059514.jpg[/img]