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Anyone have any luck with light.setShader( string ) ? It seems to make whichever light you apply it to full-bright on the initial invoke?
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I've tested it with the script function you mentioned above. I've put it in the main script and executed it 5 seconds after mission start. The location system based light changes also worked flawlessly in the passed, even though I am not sure whether they were used for shader changes.
I'd never tested this with cubic lights, though. Maybe they are the issue. Will have to take a look to see whether (1) I can reproduce the issue and (2) if so, circumvent it.
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Thanks for looking into it!
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So I've made some tests and am not able to reproduce the issue. Can you upload a test map?
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