You can set the light sample colour and value around line 1240 in StudioModelRenderer.cpp:
lighting.plightvec = dir;
// After StudioDynamicLight is called, lighting is initialised
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
// We can then begin changing it around
lighting.ambientlight = 0;
lighting.shadelight = 0;
// The rest will apply the lighting onto the model
IEngineStudio.StudioEntityLight( &lighting );
I believe you could, maybe, somehow modify
lighting
to get fullbright...
digs around a little bitWOO! I was silly all along. You could just set
ambientlight
to 255 and
shadelight
to 0.
This scientist is afraid of his own brightness So yea, the code just becomes:
lighting.plightvec = dir;
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
// Fullbright
lighting.color = Vector( 1.0f, 1.0f, 1.0f );
lighting.ambientlight = 255;
lighting.shadelight = 0;
IEngineStudio.StudioEntityLight( &lighting );
Now, the only thing left to do is to check whether it's a specific entity or not. I guess you can check if
m_pCurrentEntity->index
is a certain number or something like that. Or, even better, add a special render FX value for that.