Can't Blend a Previously Translated Patch

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NeuralStunner
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Can't Blend a Previously Translated Patch

Post by NeuralStunner »

The included example mod adds an item called "MegaRed". It's just a red Megasphere colored via TEXTURES.

First I desaturate the MegaSphere sprites completely to get a clean color blend. Then I use the resulting graphics as patches in another set of sprites, which uses a Blend. (I did not try to translate and blend on the same patch, I'm aware that doesn't work.)

However, it only works in ZDoom. GZDoom displays the result as merely desaturated. (If I remove the desaturation step I get red sprites, but that blends into non-grayscale sprites, which is ugly and not what I want.)
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DesatThenBlend.pk3
(524 Bytes) Downloaded 65 times
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Gez
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Re: Can't Blend a Previously Translated Patch

Post by Gez »

Like the previous issue with a TEXTURES thingie not displaying identically in ZDoom and GZDoom, this is a [Not GZDoom] bug.

If you want a proof, load up (in a Windows build of ZDoom) this lazy edit of your example and look at your pistol. (It'll be in the top-left corner because I didn't bother changing the offsets.)
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DesatThenBlend2.pk3
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Re: Can't Blend a Previously Translated Patch

Post by NeuralStunner »

I tend to forget about ZDoom's truecolor 2D unless I'm actually making HUD things. :P
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