Hello. I am not sure whether this is really a bug or more of an engine limitation. I'll post it here regardless.
So, here's the thing. If you have a texture that is animated via ANIMDEFS and you use GLDEFS to give it glow to each different texture with a different color:
Code: Select all
Glow
{
Texture "LAVA1", Red, 64, fullbright
Texture "LAVA2", OrangeRed, 64, fullbright
Texture "LAVA3", Tomato, 64, fullbright
Texture "LAVA4", OrangeRed, 64, fullbright
}
Then it'll only show the color for LAVA1, in this case "Red". I know this might be an engine limitation, because LAVA1 is the only texture that's actually technical present on the map. However it would be nice to have the ability to apply a different glow to each texture. LAVA1 isn't a good example, but for some animations it would just look better if you were able to use different glows per texture. I know I could just "fake" the animation via an ACS-Script, but that is not very user-friendly.
The same "issue" applies if I simply use the "Flat" defining e.g.
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Glow
{
Flat
{
LAVA1
LAVA2
LAVA3
LAVA4
}
}
Would be nice if this could be added/fixed.