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Fullbright Sprites #384227
09/30/11 23:20
09/30/11 23:20
Joined: Mar 2009
Posts: 186
V
Valdsator Offline OP
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Valdsator  Offline OP
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Joined: Mar 2009
Posts: 186
I'm using a sprite to have a muzzleflash appear when a gun is fired. This sprite also has a lightrange of 150, to make it that gunfire actually affects lighting around the area (to make it pretty, of course!). My problem is that the muzzleflash sprite is affected by light, no matter what I do. This results in the sprite being brighter if I'm moving forward, because of the lightrange. I tried using UNLIT but that didn't have very good results at all. What flag should I set, or what setting should I change to make the sprite fullbright?

Thank you!

Re: Fullbright Sprites [Re: Valdsator] #384228
09/30/11 23:39
09/30/11 23:39
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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BRIGHT flag?


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Re: Fullbright Sprites [Re: painkiller] #384232
10/01/11 00:04
10/01/11 00:04
Joined: Mar 2009
Posts: 186
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Valdsator Offline OP
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Valdsator  Offline OP
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It's still affected by it's own light, and by other light. :| The muzzleflash's other flags are PASSABLE, ZNEAR, TRANSLUCENT, and LIGHT. It also decreases in alpha somewhat slowly, rather than just disappearing in the next frame. These probably don't affect anything, but perhaps it's useful information. tongue

Re: Fullbright Sprites [Re: Valdsator] #384242
10/01/11 06:25
10/01/11 06:25
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Posts: 379
Flevoland, 5 meters under wate...
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


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Re: Fullbright Sprites [Re: Roel] #384243
10/01/11 07:53
10/01/11 07:53
Joined: May 2009
Posts: 5,377
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3run Offline
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Just set sprite's ambient to 100.


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Re: Fullbright Sprites [Re: Roel] #384262
10/01/11 12:35
10/01/11 12:35
Joined: Mar 2009
Posts: 186
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Valdsator Offline OP
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Originally Posted By: Roel
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. tongue 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!

Re: Fullbright Sprites [Re: Valdsator] #384263
10/01/11 12:38
10/01/11 12:38
Joined: May 2009
Posts: 5,377
Caucasus
3run Offline
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I already told you, set ambient to 100!


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Re: Fullbright Sprites [Re: 3run] #384265
10/01/11 13:36
10/01/11 13:36
Joined: Mar 2009
Posts: 186
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Originally Posted By: 3run
I already told you, set ambient to 100!

I tried that, it's still affected by static shadows. D:

Re: Fullbright Sprites [Re: 3run] #384266
10/01/11 13:36
10/01/11 13:36
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline
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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.


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Re: Fullbright Sprites [Re: EvilSOB] #384267
10/01/11 13:40
10/01/11 13:40
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Kiel (Germany)
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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