Brighter magic blue bars?

Discuss coding questions, pull requests, and implementation details.
Post Reply
User avatar
pango
Posts: 2917
Joined: Wed Jul 18, 2018 6:14 pm
Location: France
Contact:

Brighter magic blue bars?

Post by pango »

After watching some stream by TalonHatesNames, then going back to classic, I think "blue magic bars" should be made emissive:
magic bars.jpg
magic bars.jpg (78.85 KiB) Viewed 693 times
Interestingly, I have some memories of having seen "pulsating" blue bars with some texturing on them (archive = 86, record = 4?) but when I looked at the model of the bars in my copy they're actually plain blue (archive = 0, record = 103). And for some reason adding them to TextureReader.emissiveTextures didn't help making them emissive...

(and Improved Interior Lighting make them even more dull looking, like blueish gray, but that's another story)

P.S. Ah, Castle Daggerfall treasure room has pulsating blue bars, so they're several models with different textures, I see...
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

User avatar
King of Worms
Posts: 3955
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Brighter magic blue bars?

Post by King of Worms »

Well I always thought the 086_4 is used for these force field beams. At least thats how I remember them - pulsating.
Either way - 100% agreed they should be emissive.
P.S. Ah, Castle Daggerfall treasure room has pulsating blue bars, so they're several models with different textures, I see...
There we go, as usually with Daggerfall, nothing is simple :D

Post Reply