While toying around with Ross new MP 62 I encountered the following problem:
It seems, that coloured lights reverse to pure white at the center of their range....
Picture with MP 62 segment and greenish light:
I was curious and replaced the segment with a nearly-white one:
Now trying an orange light with very small range:
And that's how it looks like with the grey segments back:
All screens are taken from a built game, my buildsetup is this:
[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=0
useeffects=1
useeffectsonguns=1
useeffectsonscene=1
useeffectsonentities=1
dividetexturesize=0
controllerhint=0
vrmode=0
vrmodemag=100
mousesensitivity=100
producelogfiles=0
hsrmode=2
optimizemode=1
aspectratio=0
newblossershaders=1
postprocessing=1
showaioutlines=0
airadius=20
disablepeeking=0
disableparticles=0
[GAMEMULTIPLAYER]
multiplayergame=0
gameobjectivetype=0
gameobjectivevalue=0
oneshotkills=0
maxplayers=0
spawnrandom=1
uniquegamecode=
[GAMEMAKE]
lightmapping=1
lightmapold=0
lightmapshadows=1
lightmapambientr=0
lightmapambientg=0
lightmapambientb=0
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
lightmapzerorange=100
lightmapatten=32
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=1024
lightmapquality=25
lightmapblurmode=1
lightmapthreadmax=-1
bloodonfloor=0
imageblockmode=1
showalluniquetextures=0
systemmemorycapoff=0
entitytogglingoff=0
extracollisionbuilddisabled=1
alwaysconfirmsave=0
simplifiedcharacterediting=0
[GAMEDEBUG]
exitpromptreport=0
debugreport=0
showentitygameinfo=0
showdebugtextingame=0
debugreportstepthrough=0
usesky=1
usefloor=0
useenvsounds=1
useweapons=1
includeonlyvideo=0
Anyone has any idea how I can avoid the miscolouring in the center of lightsources?
In case you find my grammar and spelling weird ---> native German speaker ^^