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Colored flame lights


MirceaKitsune

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Thanks for the extra clarification. Yeah, I guess separate versions might make sense considering all this. Just so many light types that there's going to be much duplication... then again it's just text so it's not like it increases pk4 size or anything noticeably. Honestly I'm just happy we'll have this by default next :D

And yes, that's one thing I should have pointed out: The default flame particle textures are colored yellow by the image. Even the colored flames I made were essentially applying extra colors on top of yellow, which kinda looked bad if you paid close attention. We'll need a grayscale flame particle which is white by default.

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  • 7 months later...
11 hours ago, Geep said:

@Dragofer

Now that 2.10 is out, could you give me an update WRT the status of "propagate_color" and its applicability to proposed recolorable flame assets? I could update the wiki "Color" page if the time is ripe.

If I'm not mistaken, that spawnarg currently only exists in the lightholder scriptobject of the WIP version of the coloured flame asset pack. When the assets get committed to core, the updated scriptobject would be committed too.

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6 hours ago, Dragofer said:

If I'm not mistaken, that spawnarg currently only exists in the lightholder scriptobject of the WIP version of the coloured flame asset pack. When the assets get committed to core, the updated scriptobject would be committed too.

So 2.11 at the earliest, sounds like. No wiki change for now.

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7 hours ago, Dragofer said:

If I'm not mistaken, that spawnarg currently only exists in the lightholder scriptobject of the WIP version of the coloured flame asset pack. When the assets get committed to core, the updated scriptobject would be committed too.

How did you recolor flame in Written in Stone?

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1 hour ago, madtaffer said:

How did you recolor flame in Written in Stone?

We've used part of the recolourable flames asset pack (WIP) discussed in this thread. To make a flame particle recolourable, you need to enable the "use entity colour" checkbox in the particle editor and preferrably give it greyscale flame textures. You also need custom versions of the lamp/light entities that def_attach these custom flame particles instead of the normal flames.

 

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