Originally Posted By: MasterQ32
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. tired


Originally Posted By: Wjbender
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).
Originally Posted By: Wjbender
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 frown
Originally Posted By: Wjbender
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.. smirk
I can't say it doesn't affect view entities, cause after setting it, I'm not able to change view entities colors.
Originally Posted By: Wjbender
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 frown

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 tongue ).

Greets


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