Do I understand correctly that sprite palette translation and the way decals are colored works completely differently? Is there a way to make that process uniformed so that I could efficiently control the translation of a projectile and a decal it produces?
I'm thinking of blood projectiles that produce flatsprite puddles on the planes as well as decals on walls, and they use the same graphics for decals and for flat puddles.
Translations for sprites and decals
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- Jekyll Grim Payne
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Re: Translations for sprites and decals
OK, well, we're in ZScript era now, so I think there are ways to get the color of blood from the target and then colorize the decal. The question is about colorization method specifically because AFAIK there are more methods than I'm aware. And, to be perfectly frank, I've never really understood how decal colors work, in contrast to (hehe) sprite translation.