Damocles wrote:I see that the purple ambient light issue is still a problem. I'm wondering.. did you add a zoneinfo actor? Try this: Go to the actor browser, and go to the info tab. Double click zoneinfo, and add it to the map (right click, add zoneinfo here). You will see a sprite with a small box and question mark. Right click on that, and go to Zone light. Change ambient brightness to about 80. Then change ambient hue to 200, and ambient saturation to 0. Build all. The map should be lit purple. Play level. You can change the ambient brightness and ambient hue values if you like, but I recommend not going too high with the saturation, as it dilutes the color with higher values. For experiment's sake, change the saturation to 255.. you will see what I mean. Play around with the values until you achieve the desired result.
Shaders can be made in the editor, but a shader will only change the skin of something. If you want the weapon flash, it requires (as far as I know) a *material sequence shader*. This shader switches between two textures (the gun and the yellow glow). As I said.. I've managed to figure out how to create a new one. However.. as theKiller rightly pointed out.. it remains to be seen if it will work in MP. But we will give it the old college try if you're willing. It's a bit to explain the process, so let's get your light working first. I'm in and out today so please be patient. We'll get er done.. ok? Let me know if you get the light working. Cya.
Damocles, that's what I was goin for! I'll experiment around with that to get the perfect purple, but that's what I was goin for! I say we go for the old College try. I got the light working for the most part, so now I can concentrate on the intricate details of the map. one more major question. is it possible to make the default sphere static mesh twice as big? I don't want any people jumping on top if it to be cheap against AI zombies