Do you know why this doesn't work with Traffic Lights Illuminated? This is all meshes. The other is textures and materials. I wanted to see if I can have them glow a little bit but still change colors.
First I want to say, thanks for your great work with the RobCo Animated Logo. I tried with pixelhate's tutorial myself, but after checking out your mod, I realized I shouldn't be looking for rotation, but rather for offset. Well, there was still rotation, but in the texture, not in the FloatController settings. And so I manged to make working fans for the Nuka Cola machines. I was also interested in animated traffic lights, I made my own version, but as settlement decorations instead. I read in the description, that you had problems with the collision of the traffic lights. I've been doing some testing and I may have a solution, if you want to keep them same as vanilla + your glowing meshes moving with the fixtures.
I'll give you example with TrafficLightSignal01.nif. You open your edited nif and copy branch on the AnimLightNode. Then open the original nif and paste it under TrafficSignal01. Then edit the BSX flags by enabling Animated and Dynamic. Save the nif and you are good to go. Test it yourself if you want. The only downside is, that the glow stays on after the fixtures have fallen, this is obvious. I have one possible solution for this as well, but it involves a few plugin overrides. Let me know if you are interested about that.
One more thing, about the nifs of the traffic lights. You actually have to edit only five of them. These are nifs used as Moveable Static. Almost all of the rest are used as Static Objects, which are part of the precombines. And no changes to the nifs will be visible in the game, not without rebuilding the precombined geometry and precombined visibility for all affected cells. So it's best to stick to these moveable statics:
TrafficLight01_Dest.nif
TrafficLight02_Dest.nif
TrafficLight03_Dest.nif
TrafficLightSignal01.nif
TrafficLightSignal02.nif
Most of the places where TrafficLightSignal02.nif is used, it is placed at 90 degrees from TrafficLightSignal01.nif. It will be even better, if you manage to reverse the animated sequence for TrafficLightSignal02.nif - when it is red, TrafficLightSignal01 is green. And then the other way around.
Just tried these in FOLON, really hoped they would work as they look great in the base game and you kinda get used to them. Sadly, they don't appear to work in FOLON.
Ya que me encantaría una textura única para los semáforos, nunca me gustó el vanilla, y además que alguien cree un mod que mejore la apariencia de las luces de la calle (no hay ninguno según yo)
Love your work, hoping more comes out. I was wondering if there were any plans to do animated flagpoles for crafting or if you're planning another animated item to come out instead?
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I'll give you example with TrafficLightSignal01.nif. You open your edited nif and copy branch on the AnimLightNode. Then open the original nif and paste it under TrafficSignal01. Then edit the BSX flags by enabling Animated and Dynamic. Save the nif and you are good to go. Test it yourself if you want. The only downside is, that the glow stays on after the fixtures have fallen, this is obvious. I have one possible solution for this as well, but it involves a few plugin overrides. Let me know if you are interested about that.
One more thing, about the nifs of the traffic lights. You actually have to edit only five of them. These are nifs used as Moveable Static. Almost all of the rest are used as Static Objects, which are part of the precombines. And no changes to the nifs will be visible in the game, not without rebuilding the precombined geometry and precombined visibility for all affected cells. So it's best to stick to these moveable statics:
- TrafficLight01_Dest.nif
- TrafficLight02_Dest.nif
- TrafficLight03_Dest.nif
- TrafficLightSignal01.nif
- TrafficLightSignal02.nif
Most of the places where TrafficLightSignal02.nif is used, it is placed at 90 degrees from TrafficLightSignal01.nif. It will be even better, if you manage to reverse the animated sequence for TrafficLightSignal02.nif - when it is red, TrafficLightSignal01 is green. And then the other way around.