Is your feature request related to a problem? Please describe.
Currently we have two lighting modes for moveables:
Dynamic Lighting
- reacts to room light (TE lights)
- reacts to dynamic lights (flare, flame, effect functions...)
- use vertex color
Static lighting:
- does not react to room lights
- does not reacts to dynamic lights
- use vertex colors
Describe the solution you'd like
My request is for having a third one which could be a mix of both:
Static lighting (dynamic)
- does not reacts to room light
- reacts to dynamic lights
- use vertex color
That way, for those who use baked custom vertex lighting for rooms and objects (to make them invisible like a platform, a pushable...), they could as they will blend with the room and the illusion won't break when Lara lit a flare nearby.
Describe alternatives you've considered
an alternative I find is still using the current Dynamic Lighting mode and tweaking the object tint in TE to make it match a bit more - but in some cases, the object tint must be changed during gameplay if the scenery evolved. So it's why I'm requesting this third lighting mode.
Additional context
No response
Is your feature request related to a problem? Please describe.
Currently we have two lighting modes for moveables:
Dynamic Lighting
Static lighting:
Describe the solution you'd like
My request is for having a third one which could be a mix of both:
Static lighting (dynamic)
That way, for those who use baked custom vertex lighting for rooms and objects (to make them invisible like a platform, a pushable...), they could as they will blend with the room and the illusion won't break when Lara lit a flare nearby.
Describe alternatives you've considered
an alternative I find is still using the current Dynamic Lighting mode and tweaking the object tint in TE to make it match a bit more - but in some cases, the object tint must be changed during gameplay if the scenery evolved. So it's why I'm requesting this third lighting mode.
Additional context
No response