Set translation for HUD weapons

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Expand view Topic review: Set translation for HUD weapons

Re: Set translation for HUD weapons

by Jarewill » Thu Nov 14, 2019 11:44 am

I see. Thank you for clearing it up.

Re: Set translation for HUD weapons

by Blue Shadow » Thu Nov 14, 2019 9:22 am

As far as I'm aware, you can't change the color translation of HUD sprites in game.

Re: Set translation for HUD weapons

by Jarewill » Thu Nov 14, 2019 7:59 am

I apologize for not wording myself properly earlier, but I was asking if there was a function similar to A_SetTrasnlation that would work on hud weapons.
This works with how it tints the sprite red, but the thing is that calling A_SetTranslation translates the player instead of the weapon.

Code: Select all

Overheat2 = "0:255=@30[255,0,0]"
Well, of course it translates the player, I suspected that would happen and the way I was trying to make it work was a far stretch.
So I wanted to ask if there is a function like A_SetTrasnlation that would work on weapons.

Re: Set translation for HUD weapons

by Cherno » Wed Nov 13, 2019 2:55 pm

I believe the tinting renderstyle (Stencil) was changed a few versions back to what it was originally suposed to be, which is a single opaque color. It'd be great if one would be added, but it's beyond my skills to dabble in the source code.
So: No, there is no gradual tinting.

Set translation for HUD weapons

by Jarewill » Wed Nov 13, 2019 2:22 pm

I'm looking for a way to visually show the chaingun overheating.
Mostly a way to tint the sprite red the more it fires.
I've tried using A_SetTranslation, but that didn't work (I was sure it wouldn't, but hey better to make sure than to be an even bigger idiot later).
Is that even possible via DECORATE? Or do I need to add sprites (either by copying and translating the sprite or by using the TEXTURES lump)?
It would be grand if it would be possible via a function instead, as it would simplify the code and I wouldn't need to make new states for each overheat sprite.

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