Do you remember those stained glass window textures of the nine? Well...
As no-one seemed interested, I have cobbled together that lot of wall placeables. There are 9 windows with 3 levels of brightness each. To drive them there are a pair of scripts. One goes in the OnEnter event of each area that uses one or more of these. There is also one for the corresponding OnExit event of the same areas. When used these scripts should be of the fire and forget variety.
As in the real world the colours only show on the dimmer side of stained glass windows I decided that there are three varieties of behaviour depending on whether the viewer is outdoors, indoors above ground or indoors and underground. For simplicity's sake I made the decision that those that are underground would always be bright reasoning that nobody would waste money on these if they couldn't see them and would therefore place illumination behind them.
The indoors above ground and outdoors behaviour is easiest to explain with pictures.
5am outdoors (still nighttime) - The lightest coloured window models have the selfillumecolor set so that you can see them in the dark.
5am indoors (still nighttime)
6am outdoors (dawn)
6am indoors (dawn)
7am outdoors (daytime)
7am indoors (daytime)
Upon the Pc entering an area with these windows and code in it, the code checks the time and sets the windows as appropriate. After that the pseudo heartbeat code is set running so that the appropriate window(s) is/are present all the time the PC is in the area.
Getting these to work has taken a bit of time and hasn't run smoothly (see this thread in the scripting section) but all seems OK now.
Hope you like.
TR