(I Accidently posted this in the CSS Forum, moved it to here)
A project I'm working on uses a large amount of light emitting textures using a custom Lights.Rad file and I have come across a problem that I dearly hope can be solved.
I require two different lighting states, as in having all lighting be disabled during an event in play time. (A one time occurrence from on to off state, it won't be toggled or repeated)
The question itself is, can lighting generated from textures actually be disabled during game time?
*By light emitting I mean actual environmental illuminating textures, not merely glowing ones like selfillum or Unlitgeneric.
*I cannot use ordinary light entities instead as I'm already on a strict entity ration, texture lighting greatly reduces the amount of entities I'm using and actually looks more accurate in this scenario.
That's a real shame, I could have sworn I heard word of a parameter for compiling 2 Lights.Rad files and being able to switch them during gameplay. I was expecting to have a second file that was blank to be loaded at the event initiation but I guess I was getting that mixed with something else.
Pretty damn disappointing but my fault for not looking further ahead.