You can fix the original elegant version (and perhaps make it even more elegant??) if instead of record.model == 'meshes\\' You use record.isNegative == true on line 14
In fact, would we need to check for the 'dark_' prefix within that same conditional? string.match(record.id,darkname) (with darkname = 'dark_' on script line 5)
Or are there lights with the negative light attribute that would be desirable to keep?
I tried it out and my modifications work on the latest OpenMW 0.49 RC5 The original version of the Lua script still doesn't work on OpenMW 0.49 RC5 I can send you the script if you'd like, DeathDaisy69 (what a nick!)
A bit unfortunate, any plans to support the current 0.48 since 0.49 isn't officially out yet? Unless it's something to do with OpenMW itself lacking the ability in the "previous" update. This seems like a great mod though and exactly what I am looking for so I hope to get it once I update! How painless is updating? I've literally just finished setting up everything thinking 0.48 was my best bet haha
There's also a file in this mod collection which adresses the same issue with a plugin, which is useful for those on MGE XE which also has per-pixel lighting. Yours seems like a great on-the-fly solution for OpenMW.
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record.model == 'meshes\\'
You userecord.isNegative == true
on line 14In fact, would we need to check for the 'dark_' prefix within that same conditional?
string.match(record.id,darkname)
(with darkname = 'dark_' on script line 5)Or are there lights with the negative light attribute that would be desirable to keep?
I tried it out and my modifications work on the latest OpenMW 0.49 RC5
The original version of the Lua script still doesn't work on OpenMW 0.49 RC5
I can send you the script if you'd like, DeathDaisy69 (what a nick!)
This was one of the few things in OpenMW (recently switched) that was bothering me.
So much better. You're a saint. Thank you.
There's also a file in this mod collection which adresses the same issue with a plugin, which is useful for those on MGE XE which also has per-pixel lighting. Yours seems like a great on-the-fly solution for OpenMW.