Quote:

I'm sorry, but this does not make much sense to me. It's a very easy solution and it works. Simply assign a material that deactivates lighting and maybe assign a bigger texture to the entity to avoid a pixelated effect. You can fade it exactly as you do with panels (view_entity.alpha = panel_main.alpha).


I think I'll give it a shot once more thank you superku and everyone else who mentioned this.
My only concern about this solution is, that the position on screen is not as easy to handle like a panel. I had some bad experiences with view entities.

@Uhrwerk
Thank you, this looks indeed quite interesting I think I'll use that for something else, but I think that this won't work with panels and bmaps because it's a material. But thanks anyways.

I think I'll try to wrap it all up in a simple system and share the code afterwards if anyone is interested

thanks
and
Cheers

Dekurian