The only way is to change material parameters. Oh well, now I have a lot of entities (ca. 30) that all need different ambient values. I don't think the solution is to give every single entity a different material...
materials can effect how an entity is lite ( thats what materials and shaders do afterall, effect pixel color intensity)
since most the materials i've seen use some form of ambient light setting influance. adjusting the entitys overall ambient setting I think would be overriden by the materials effects.
only solutions i can think of alter your overall level lighting intensityes ( sun/level ambiance to get overall more or less lighting influnace
or alter the models skin, giving it more or less contrast/brightness
Re: .ambient broken in A6
[Re: Grimber]
#46396 05/23/0518:0105/23/0518:01
This is no solution for me. It depends on where the entities location and changes fast. jcl, please don't tell me this isn't possible just because materials overrule .ambient.
For the clarification of other users, it sounds like it's accurate to say that entity.ambient indeed does NOT work in the A6 engine (at least not in the same way it did in A5). Apparently that's a good thing though, because it's been replaced by something better.
And I think the important thing for me to figure out was that many video cards currently default the engine to A5 mode.