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Bishop

Zdoom TEXTURES question

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Using the Textures lump to make composite sprites. In particular, doom's torch sprites. The flame patch is seperated from the actual torch stick, thus giving the possibility to make torches with an additive translucent flame (looks kinda cool!)
here's a bit the code:

sprite BBTCA0, 26, 96
{
XScale 1.0
YScale 1.0
Offset 13, 92
patch TRCHA0, 0, 34 // torch stick
patch BBFIA0, 0, 0 // flame
{
Alpha 0.75
Style Add
}
}

Everything's good... Only one problem, the alpha paremeter doesn't seem to work like it should, All it does is "blackens" the image instead of making it "see-though" Anyone know why this is?

Note: Sprite lumps are Paletted PNG. Tried to make them Doom Graphics format with no alpha channel, but doesn't solve my little problem.

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Bishop said:

The flame patch is seperated from the actual torch stick, thus giving the possibility to make torches with an additive translucent flame (looks kinda cool!)

I'll disappoint you: you cannot.

The different alpha blending styles are only for composition. The completed texture (or sprite) will use the same rendering style for all parts of it.

If the patch is translucent (additively or not), and there is nothing behind it, then it is blended with perfect black.

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