Particles + Powerup.ColorMap

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NeuralStunner
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Particles + Powerup.ColorMap

Post by NeuralStunner »

When using the ColorMap property for custom powerups, particles appear to react to the the "upper" color as if they're in a colored sector. I've observed this with both rocket trails and particle fountains.

Here's some rocket particles while a grayscale colormap is in effect:
Spoiler:
Here they are with a deep blue colormap:
Spoiler:
And lastly, with a custom inverted grayscale:
Spoiler:
Particle style does not make any difference. Also, ZDoom does not exhibit this problem.
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Gez
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Re: Particles + Powerup.ColorMap

Post by Gez »

If you set gl_light_particles to false, does it behave more like you'd expect?

I'm not sure what's the purpose of the gl_light_ CVARs. They cause GZDoom to use a very different path to choose a sprite's light level and color whether they're true or false. (Particles are a special type of sprites in GZDoom.)
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Re: Particles + Powerup.ColorMap

Post by Graf Zahl »

Those CVARs specify whether dynamic lights affect sprites.
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Re: Particles + Powerup.ColorMap

Post by Gez »

So the actual problem in the first screenshot was that the particle was colored yellow by the dynamic light attached to the rocket, despite the grayscale colormap?
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Re: Particles + Powerup.ColorMap

Post by NeuralStunner »

There aren't any dynamic lights. (They're both disabled and not even loaded.) Those options make no difference to the issue, anyway.

No, the effect more closely resembles Sector_SetColor. In the first shot, the upper color is white, which is normal lighting and makes particles appear unchanged.
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Re: Particles + Powerup.ColorMap

Post by Graf Zahl »

fixed
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Re: Particles + Powerup.ColorMap

Post by NeuralStunner »

Awesome, thank you. :)
Dean Koontz wrote:Human beings can always be relied upon to exert, with vigor, their God-given right to be stupid.
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