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Textures FullBright on Model

Posted: Thu Jun 25, 2015 6:43 pm
by Vertex
Hello, my character takes a flashlight that is worn on the head , but I would like to put on full bright material representing the portion where the light emitted , as I do this?

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Re: Textures FullBright on Model

Posted: Fri Jun 26, 2015 1:46 am
by Vertex
As I make the glass shine the flashlight ?

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Re: Textures FullBright on Model

Posted: Fri Jun 26, 2015 3:13 am
by Allanon
Put a bone where you want the light on the hat and attach a corona and light to that bone.

Re: Textures FullBright on Model

Posted: Fri Jun 26, 2015 4:18 am
by Veleran
It has to be a seperate actor that doe s not use its master lightning settings,but has its own lightning confuguration like Ambient Light 127 127 127 or even 255 255 255 so it always shows up even in the dark.
You can possibly use the low level commands if it is a pawn hat you can set it to "glow" in the Pawn ini settings or even change the lightning through a script with commands like that

Code: Select all

SetEntityLighting(string EntityName, float FillColorR, float FillColorG, float FillColorB, float AmbientColorR, float AmbientColorG, float AmbientColorB, bool AmbientLightFromFloor); 
Changes the FillColor and AmbientColor of the specified entity (Pawn, StaticEntityProxy, Attribute, Player). For the player use "Player" as EntityName.


If it is just an attribute entity i think the ambient and fill color settings can do what you want.

Re: Textures FullBright on Model

Posted: Fri Jun 26, 2015 5:10 am
by Vertex
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:)