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Re: Fullbright Sprites
[Re: Roel]
#384262
10/01/11 12:35
10/01/11 12:35
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Joined: Mar 2009
Posts: 186
Valdsator
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Posts: 186
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you could give it's own material Set it with full ambient, 0 diffuse and 0 specular.
Might mot be the best option, but you can tweak it to your own needs This worked nicely, as it's not affected by it's own light anymore, but it's still affected by the static shadows in the level, which is a bit odd for a muzzleflash.  Is there a way to tell an entity to not get darker when it enters a shadow? If not, I'm happy with this result, so it's not too big of a deal. Thank you!
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Re: Fullbright Sprites
[Re: 3run]
#384265
10/01/11 13:36
10/01/11 13:36
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Joined: Mar 2009
Posts: 186
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I already told you, set ambient to 100! I tried that, it's still affected by static shadows. D:
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Re: Fullbright Sprites
[Re: 3run]
#384266
10/01/11 13:36
10/01/11 13:36
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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You could try changing its material to "mtl_flat".. it MAY help...
I havent tried, but I dont think thats helps 3run. Ambient lighting will still get added to it I believe.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: Fullbright Sprites
[Re: EvilSOB]
#384267
10/01/11 13:40
10/01/11 13:40
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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UNLIT is the way to go, I know you've tried it already, but it's the solution.
EDIT: UNLIT disables the PRV for the current entity. If you set this flag on entity creation, probably the material mat_unlit (or mtl_unlit, I don't remember) gets assigned. You don't want that, you want to keep mat_model/ mtl_model.
Last edited by Superku; 10/01/11 13:42.
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