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NWN2 SCRIPTS

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Name  Simple Day Night Cycle Lighting System
Author  Vanes
Submitted / Updated  03-03-2011 / 03-04-2011
Category  Entire Module/PW systems
Type  Type - Lighting
Format  Module and Code
ShowCode  

Select All Text | View Code in separate window
Patch  1.23
NWN2Game  All
Description
This is something I thought people could use. It's simply enough a system that handles lighting in a module. It will change the lighting based on the current DayNight Cycle.

The script itself has all the instructions needed in 3 simple steps.

But here's an example setup that works without downloading the erf and using the files there. If you download the erf, you have the lights/waypoints created for you. They use a naming convention so you can have multiple different sets of lights. Also you can fully specify the different daynight lights by using variables in the waypoints instead.

1. Create waypoints in your templates with tag "wp_daynight_light"
2. Edit the waypoint to have the variable "USE_NEAR_LIGHT" set to 1.
3. Create lights to your templates with the following resrefs:

mylight_sunrise
mylight_daytime
mylight_sunset
mylight_moonrise
mylight_nighttime
mylight_moonset

4. Place the waypoint we made earlier in any place you're going to need lights that change states with cycles.

5. Place any one of those lights right next to all the waypoints. It can be as high as you want, but must not be too far from the waypoint in X/Y directions.

6. Create a waypoint with tag "LIGHT_MANAGER" anywhere in your area. Only one of these per module.

7. Play! :)

Files

NameTypeSizeDownloads
DayNightLight.modDayNightLight.mod
Submitted: 03-03-2011 / Last Updated: 03-03-2011
mod434.52Kb28
Example Module.
DayNightLights.erfDayNightLights.erf
Submitted: 03-03-2011 / Last Updated: 03-03-2011
erf18.04Kb30
Include this in your module.
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Comments (3):

Posted by Vanes at 2011-03-07 21:18:25    
Yeah you could do that. Though I don't think there's much to gain in performance in any case. We're only dealing with a couple lights per area, and it's only doing something every 10 minutes or so on average, in the few interior areas people might be at any one time. But you're right, "caching" the light objects would be more efficient.
_________________________
Logical arguments tend to favour those who have much faith vested in them. Often accompanied by an epic skill to resist the arguments against.

Posted by DannJ at 2011-03-06 13:56:11    
Why destroy the light objects? Why not just activate and deactivate them as necessary?

Posted by Banshe at 2011-03-05 11:58:39    Voted 10.00 on 03/05/11
Cool!

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10 - A Masterpiece, Genuinely Groundbreaking
9 - Outstanding, a Must Have
8 - Excellent, Recommended to Anyone
7 - Very Good, Deserves a Look
6 - Good, Qualified Recommendation
5 - Fair, Solid yet Unremarkable
4 - Some Merit, Requires Improvements
3 - Poor Execution, Potential Unrealized
2 - Very Little Appeal
1 - Not Recommended to Anyone

 
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