I've got loads of master instances of meshes for my different AI types, exported from 3DS Max. I instantiate shallow copies of them with CopyEntity() and I'd like to make one of these copies, instance X say, flash white, while not affecting instances Y and Z of the same mesh.
So far I've created a brush with the fullbright flag, and used PaintEntity() to apply it to X and all X's children. This definitely works and makes X (and X alone) fullbright. But X remains textured, even though the brush I've applied hasn't got a texture set up.
Presumably the texture is actually applied to the surfaces, not the mesh. Is there a way to de-texture instance X without having to paint the surface, because that would affect Y and Z too? I also don't want to have to take a deep copy of the mesh using CopyMesh.
Thanks for any help!
So far I've created a brush with the fullbright flag, and used PaintEntity() to apply it to X and all X's children. This definitely works and makes X (and X alone) fullbright. But X remains textured, even though the brush I've applied hasn't got a texture set up.
Presumably the texture is actually applied to the surfaces, not the mesh. Is there a way to de-texture instance X without having to paint the surface, because that would affect Y and Z too? I also don't want to have to take a deep copy of the mesh using CopyMesh.
Thanks for any help!