Why not use a PANEL with the animated weapon sprite and color it dynamically with LIGHT flag and use this instead of a view model?
Should look pretty cool if the NOFILTER flag is set
Still, this doesn't help me to get dynamic lights affect on PANELs you suggest.
in the manual under "engine" sub section "lighting engine" is a lot of information .
one states that you can read the PRV values of
the current watched (debug) entity but according
to what I understand PRV being pre calculated
light values ,come from static lighting ,so that won't
help you .
Yes, I've already got static light on the view entity (as I've described in my first post).
However ,also according with my understanding
dynamic lighting calculates from the diffuse specular and emissive values of entities ,
therefore you could
create an entity which you could read it's material
values from and apply the calculation to it ,then apply that to your view entity ?,but
I do not know how good a transition would look like.
If only I knew, how to return this values of the specific entity
if you need an entity to only be affected by dynamic
lights the manual states , set it's UNLIT flag but do not assign mat_unlit .
for affecting it only with PRV , assign mat_unlit
but do not set UNLIT flag ..
UNLIT flag doesn't help in this situation..
I can't say it doesn't affect view entities, cause after setting it, I'm not able to change view entities colors.
I guess you could also read a single vertex (totally unsure) for calculating the light ...
but for PVR the hit.blue/green/red represent
the lightmap ,so that won't help for dynamic lights..
i think the closest i got is ,have a look at , vecLight and vecLightColor
jb
I'm not familiar with shaders unfortunately, otherways maybe I could use vecLightPos and vecLightColor
Thank you all for ideas so far, but yet question is still unanswered.
I could cycle throw all entities to check if they have lightrange > 0, or only specific type of entities (fire, enemies), but this is not an option for me, cause it will be too slow and tricky.. I want to recreate solution which was made by that jd_frost dude, so I could only use a single trace for this. So please, this in this direction, so all together we'll be able (hopefully) to recreate this solution (let this be some kind of a challenge for your knowledge
).
Greets