runtime tint breaks when using additive blend mode in the light_animation of a car prototype
Long Version:
In the following image one can see the comparison between the same layer definition of a car prototype's light_animation, the only difference beeing the apply_runtime_tint. (For simplification it is the only active sprite) Not tinted
Code: Select all
{
animation_speed = 2,
apply_runtime_tint = false,
blend_mode = "additive",
direction_count = 128,
draw_as_glow = true,
draw_as_light = false,
draw_as_shadow = false,
flags = {},
frame_count = 1,
height = 1000,
width = 1000
max_advance = 1,
repeat_count = 2,
run_mode = "forward",
scale = 0.5,
shift = {0, 0.5},
stripes = {
{
filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_0.png",
height_in_frames = 8,
width_in_frames = 8
},
{
filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_1.png",
height_in_frames = 8,
width_in_frames = 8
}
},
}
Code: Select all
{
animation_speed = 2,
apply_runtime_tint = true,
blend_mode = "additive",
direction_count = 128,
draw_as_glow = true,
draw_as_light = false,
draw_as_shadow = false,
flags = {},
frame_count = 1,
height = 1000,
width = 1000
max_advance = 1,
repeat_count = 2,
run_mode = "forward",
scale = 0.5,
shift = {0, 0.5},
stripes = {
{
filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_0.png",
height_in_frames = 8,
width_in_frames = 8
},
{
filename = "__kj_countach__/graphics/entity/countach_ground_mask_light_1.png",
height_in_frames = 8,
width_in_frames = 8
}
},
}
When put into the animation property however, the result is as expected and shows up orange: