My biggest concern now is to see in game object without any additional light source.
I have baked light map for this scene in advenced lighting studio not in UE4.
So, can I illuminate or some how make it possible for player to see material texture shadeless or lit by any other option then light?
Appreciate any answer or disccusion to work around this subject.
Without using some kind of dynamic texture to simulate light there are only two options: Lit(lights), Unlit(lights have no effect).
What is the usage scenerio for this?
BTW UE4 ONLY has two options for lighting: Baked (Lightmass), Dynamic.
First of all thank you for interest @ryan20fun in to my relevant problem , my scenerio for using this particaular shadeless GLSL shader would be for all eviroment liting (in example.: Making material shadeless to light source, but being able to be not black colored, but show texture with on image UV map existing shadows) of a texture map which maybe just one in scene for all objects joined into one big massive core of triangles with already prebaked full render maps with no specular.
Or should I parent one light to player, add fog and that way save resources. But it might seem to be unreal because my scene have indoor enviroment and how de friction fog in warm room could accure? Well can you sort this debate with yes or no , yes for possible no for can’t be done without any light source. Would love to get on the road with some existing examples. Thanks for interest to any one else too.
That’s it thanks in advance @dokipen . Now moving to secound stage logically thinking adding specular map to unlit object is like adding to sun reflection. Well I guess that’s enough to know by my poor head for this week. ^^ By the way nice community keep on helping scums like me (because I have used other engines and know how things work from start to finish, but Node’s are sphere of gameplay so never tryed to play in any game engine yet will be kind of first try to be real visual logician)