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.)
Can't Blend a Previously Translated Patch
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- NeuralStunner
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Can't Blend a Previously Translated Patch
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Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs
- Gez
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Re: Can't Blend a Previously Translated Patch
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.)
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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- NeuralStunner
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Re: Can't Blend a Previously Translated Patch
I tend to forget about ZDoom's truecolor 2D unless I'm actually making HUD things. 

Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
Spoiler: System Specs