Quote: "I designed the room and placed some entities
the room are dark but dynamic entity are bright...why?"
Quote: "If you want help its always best to put up computer specs what version of fpsc you using.
Also what models you using in the game and if possible put up a test map for us to download using stock stuff."
Specs have nothing to do with this issue. This issue has been around for a long time and has been reported/brought up back earlier in v1.17. I can provide screens showing
exactly what the OP is referring to.
Test example
I have a level from our Egyptian development. A building that I can enter (in segment form). Egyptian chests line the walls (static form). I have no static or dynamic lights in this level. Full screen shaders are off (I never use them).
On the left wall you will see the following items placed on the chests- binoculars, matches, lighter, flashlight, an artifact, and explosives. With the exception of the artifact and explosives, all the others are dynamic and made into weapons. The artifact and explosives use the "appear1.fpi/disappear1.fpi" scripts and the weapons use "appear2.fpi/weapon.fpi/disappear2.fpi" scripts. All use a _D2 texture except the explosives (which use a TGA texture).
In the center wall we have food inventory items that can be picked up and used to restore health. All are dynamic, use a D2 texture, and use "appear1.fpi/disappear1.fpi" scripts.
On the right we have two canteens- the "darker" one is static, the "lighter" one is dynamic and made into a weapon. They both use D2 texture, both use "appear1.fpi/disappear1.fpi" scripts.
Now, at the start of the level I had the following in my "setuplevel.fpi"...
:state=0:ambience=50,ambiencered=255,ambiencegreen=255,ambienceblue=255
In other words, my ambience is set to a value of "50". Using the ",." default keys to raise/lower ambience, I lower to zero. Here is the left side with the matches, binoculars, lighter, flashlight showing. Notice you cannot see the artifact or the explosives.
Now we look at where the food items and canteen are. All we see is the dynamic canteen- everything else (dynamic food, static canteen) are not visible.
Conclusion
As my example has shown, I had a stock item (artifact) made dynamic and using the same scripts as others. Yet when I adjust the ambience in the test level, it can't be seen but the other dynamic items (except food) can be seen ("shiny" as the OP put it). That is the issue, and is quite a pain when attempting to script a level involving lighting changes and seeing items in a dark room.
I've also done a similar level and used items like the Anubis character from MP17 and when lowering the ambience the Anubis characters are "shiny" and everything else is not visible as you stand in a dark room.
I even tried a "stock" room to keep with the request. Bunker level medium used with the Colt 45, MP40, and an artifact.
Starting the level with ambience set to "50", I lower and voila... The weapons are still visible and the artifact cannot be seen.
I've taken the items out, I've rebuilt the level from scratch- same results. I've used in v1.17 and even ported into VM v1.18-1.20 and again- the same result. I've sifted through the engine code and although there are a couple of items that caught my eye, I still could not get it to adjust correctly.

There's no problem that can't be solved without applying a little scripting.