Does non-dynamic lighting make sense ? Stored onto the vertex. Vertex colour. Changing FVF to include vertex lighting. Forced, precomputed whatever the heck you want to call it.
EntityFX <entity>, 2 (use vertex lighting)
I already tried looping through child entities before the first post, but with no useful effect - with a variety of commands. Some even caused blitz to bomb out completely. (ie, exit without warning) (trying to do a recursive lightmesh bombs)
I used a recursive entityFX, which worked since it turned all objects it was applied to black(which I hope is still the default vertexcolour, or something is up)
I have tried the following commands recursively, and non recursively, entitycolour, vertexcolor, lightmesh - but with no success.
Normal DX lighting is all fine, but I'm using dynamic effects for something else. I've either missed something very obvious or soemthing is seriously wrong somewhere.
....so, how the heck do I set vertex lighting up on an ANIMATED mesh ?
EntityFX <entity>, 2 (use vertex lighting)
I already tried looping through child entities before the first post, but with no useful effect - with a variety of commands. Some even caused blitz to bomb out completely. (ie, exit without warning) (trying to do a recursive lightmesh bombs)
I used a recursive entityFX, which worked since it turned all objects it was applied to black(which I hope is still the default vertexcolour, or something is up)
I have tried the following commands recursively, and non recursively, entitycolour, vertexcolor, lightmesh - but with no success.
Normal DX lighting is all fine, but I'm using dynamic effects for something else. I've either missed something very obvious or soemthing is seriously wrong somewhere.
....so, how the heck do I set vertex lighting up on an ANIMATED mesh ?