Page 1 of 1

Particles + Powerup.ColorMap

Posted: Sat Jan 26, 2013 0:08
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.

Re: Particles + Powerup.ColorMap

Posted: Sat Jan 26, 2013 22:44
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.)

Re: Particles + Powerup.ColorMap

Posted: Sat Jan 26, 2013 23:35
by Graf Zahl
Those CVARs specify whether dynamic lights affect sprites.

Re: Particles + Powerup.ColorMap

Posted: Mon Jan 28, 2013 14:43
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?

Re: Particles + Powerup.ColorMap

Posted: Mon Jan 28, 2013 18:41
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.

Re: Particles + Powerup.ColorMap

Posted: Sat Nov 30, 2013 12:35
by Graf Zahl
fixed

Re: Particles + Powerup.ColorMap

Posted: Wed Dec 04, 2013 17:42
by NeuralStunner
Awesome, thank you. :)