Basically, I have trees which are intended to be surrounded by a glowing halo, and I am trying to use the new glow drawing system to enable that. Part of this requires layering in an additive-blended texture around the leaves, to create a base halo, resulting in a prototype whose "leaves" entry in each variation looks like this:
Code: Select all
leaves = {
layers = {
{
filename = "__base__/graphics/entity/tree/02/tree-02-a-leaves.png",
flags = {
"mipmap"
},
frame_count = 3,
height = 154,
hr_version = {
filename = "__base__/graphics/entity/tree/02/hr-tree-02-a-leaves.png",
flags = {
"mipmap"
},
frame_count = 3,
height = 310,
scale = 0.5,
shift = {
0,
-2.3125
},
width = 184
},
shift = {
-0.0625,
-2.3125
},
width = 96
},
{
blend_mode = "additive",
filename = "__Bioluminescence__/graphics/entity/tree/tree-02-a-leaves.png",
flags = {
"light"
},
frame_count = 3,
height = 154,
hr_version = {
blend_mode = "additive",
filename = "__Bioluminescence__/graphics/entity/tree/hr-tree-02-a-leaves.png",
flags = {
"light"
},
frame_count = 3,
height = 310,
scale = 0.5,
shift = {
0,
-2.3125
},
width = 184
},
shift = {
-0.0625,
-2.3125
},
width = 96
}
}
},
I was of course expecting something more like this:
Me and Honktown spent the better part of an hour digging through this on discord last night, and neither of us has any idea what is going on. One thing that does stand out, however, is that the prototype inspector lists those additional layers as using normal blending:
This is despite a log of the prototype at time of registration very clearly listing the blend mode as additive (see code above), and with no other mods in the prototype history. This implies that whatever internal code parses the lua table into the game objects is failing to read the blend mode, or forcibly overriding it.