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FPSC Classic Scripts / brightness of a weapon pickup

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mAcpo
16
Years of Service
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Joined: 3rd Dec 2007
Location: USA
Posted: 4th Dec 2007 06:17
Hello to everyone! I am new to this forum, and pretty much just getting into 3d modeling and having a lot of fun doing it.. anyway.. i have a good level coming along, but one thing is troubling me, my weapon pickups are to bright for my dark game (see my screenshot)..
I'm pretty sure this can be set by a condition statement in the weapons .fpi file? I have been through the manual, searching the forums and google for some time now to no avail.. anybody know off the top of their head?

Thanks,
mAc

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AaronG
18
Years of Service
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Joined: 28th Oct 2006
Location: Millstone, NJ
Posted: 4th Dec 2007 22:22
well, see if dynamic lighting is turned on. I never really knew a weapon had a brightness level...oh well.

mAcpo
16
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Joined: 3rd Dec 2007
Location: USA
Posted: 5th Dec 2007 00:47
or maybe im way off base but do you actually have to edit the model in a 3d program or something? I was just thinking since you can have weapons glow with script, you could lower the brightness
Inspire
17
Years of Service
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 6th Dec 2007 00:36
It's the way the engine calculates how to shade the dynamic entity with the static lighting that that scene has...that's the problem.

Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
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Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 6th Dec 2007 03:36 Edited at: 6th Dec 2007 03:38
...I've been bothered by this, too. Since we're at the mercy of the engine itself, would it be possible to just do a very flat (low contrast with colors muted) retexture of the pickup?

...maybe create an alternate texture and access it through the entity's properties? I dunno...


Own It, Or Get Owned...
Inspire
17
Years of Service
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 7th Dec 2007 03:25
I think that would work to a degree.

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