It's powerful because it's so simple, and because they work with any object. Also, two or more controllers can talk to the same lightingball. To have 0 lights on a ball, both specialCases flags have to be set on the ball.
Also, it tells each of its other lightingballs to disable their lights.Ī controller can have anywhere from 2 - 4 balls, and each ball can control from 0 - 4 lights.Īdvanced: Also, each ball can be separately configured to ignore disable and/or enable commands from its controller. It does this by answering the question: "Which ball is the player closest to?" When it gets its answer, it tells that lightingball to enable the lights it controls. As a player passes through one of the LightingBallControllers, they interact with their attached LightingBalls (up to 4) to find which set of lights to enable and disable. Each LightingBall has a set of references for lights in the area (set in the object's script properties window). How they work: Simply put, the LightingBallControllers talk to their LightingBalls (again, these are in blue), and the LightingBalls talk to the lights. LightingBallControllers (in yellow), and their accompanying LightingBalls (in blue) allow me (and you) to directly control the lighting in the area. Items labeled A, B, and C examples of these tools which I created. Thankfully, the CK is powerful enough to allow us to create our own tools to help us out. The engine is particularly unclever about when and which lights to drop, when left to its own devices. You'll just end up with flickering lights everywhere - which introduces the engine's next biggest flaw: Or, not if you want to add significantly more dynamic lights. "Ok", you might say, "I can live with that." Actually, you can't. Otherwise, the engine will choose which lights to kill based on viewing angle, distance to player, etc. You can't have more than 4 shadow casting lights visible at a time (usually). However, by doing this, you will quickly learn about one the engine's biggest limitations: One thing we can do is add some more dynamic lighting to scenes to increase realism. Skyrim looks good, but it can always look better. Read about handling multiple entrances/exitsĮxample Lighting Layout (1 - 8 are shadow casting lights, and A - C are scripting triggers to control the lighting)