Damon Caskey said:Getting after images to use the entity's active color set is actually super easy
Do you mind sharing how I am guessing using the "table" drawmethod function but all my tests fail.
Damon Caskey said:Getting after images to use the entity's active color set is actually super easy
Total Ram: 2146619392 Bytes
Free Ram: 883732480 Bytes
Used Ram: 3682304 Bytes
debug:nativeWidth, nativeHeight, bpp, Hz 1440, 900, 24, 60
0 joystick(s) found!
OpenBoR v3.0 Build , Compile Date: Apr 8 2017
Game Selected: ./Paks/My Mod.pak
FileCaching System Init...... Disabled
Initializing video............
Reading video settings from 'data/video.txt'.
Colordepth is depreciated. All modules are displayed with a 32bit color screen.
Initialized video............. 480x272 (Mode: 1, Depth: 8 Bit)
Loading menu.txt............. Done!
Loading fonts................ 1 2 3 4 Done!
Timer init................... Done!
Initialize Sound..............
Loading sprites.............. Done!
Loading level order.......... Done!
Loading model constants...... Done!
Loading script settings...... Done!
Loading scripts.............. Done!
Loading models...............
Cacheing 'Flash' from data/chars/misc/flash.txt
Cacheing 'Ryu' from data/chars/Ryu/Ryu.txt
Cacheing 'Shimo' from data/chars/Shimo/Shimo.txt
Cacheing 'Kenshiro' from data/chars/Kenshiro/Kenshiro.txt
Cacheing 'Apple' from data/chars/misc/apple.txt
Cacheing 'Meat' from data/chars/misc/meat.txt
Cacheing '1up' from data/chars/misc/1up.txt
Cacheing 'Money' from data/chars/misc/money.txt
Cacheing 'Gold' from data/chars/misc/gold.txt
Cacheing 'Time' from data/chars/misc/time.txt
Cacheing 'Box' from data/chars/misc/box.txt
Cacheing 'Crate' from data/chars/misc/crate.txt
Cacheing 'Trash' from data/chars/misc/trash.txt
Cacheing 'Table' from data/chars/misc/table.txt
Cacheing 'Chair' from data/chars/misc/chair.txt
Cacheing 'Fence' from data/chars/misc/fence.txt
Cacheing 'Drum' from data/chars/misc/drum.txt
Cacheing 'Trolly' from data/chars/misc/trolly.txt
Cacheing 'K'' from data/chars/k/k.txt
Cacheing 'biker-K'' from data/chars/biker-k/biker-k.txt
Cacheing 'Yashiro' from data/chars/yashiro/yashiro.txt
Cacheing 'Ralf' from data/chars/ralf/ralf.txt
Cacheing 'Shermie' from data/chars/shermie/shermie.txt
Cacheing 'Kang' from data/chars/Kang/kang.txt
Cacheing 'Joe' from data/chars/joe/joe.txt
Cacheing 'Yamazaki' from data/chars/yamazaki/yamazaki.txt
Cacheing 'Angel' from data/chars/angel/angel.txt
Cacheing 'Billy' from data/chars/billy/billy.txt
Cacheing 'Jhun' from data/chars/jhun/jhun.txt
Cacheing 'Mrbig' from data/chars/mrbig/mrbig.txt
Cacheing 'Robert' from data/chars/robert/robert.txt
Cacheing 'Heavy' from data/chars/heavy/heavy.txt
Cacheing 'K9999' from data/chars/K9999/K9999.txt
Cacheing 'Rugal' from data/chars/Rugal/Rugal.txt
Cacheing 'Ramon' from data/chars/ramon/ramon.txt
Cacheing 'Knife' from data/chars/misc/knife.txt
Cacheing 'Shot' from data/chars/misc/shot.txt
Cacheing 'Star' from data/chars/misc/star.txt
Cacheing 'Steam' from data/chars/misc/steam.txt
Cacheing 'Steamer' from data/chars/misc/steamer.txt
Cacheing 'Furnace' from data/chars/misc/furnace.txt
Cacheing 'Crab' from data/chars/crab/crab.txt
Cacheing 'Lobster' from data/chars/Lobster/Lobster.txt
Cacheing 'mezupr' from data/chars/misc/mezupr/mezupr.txt
Loading 'Flash' from data/chars/misc/flash.txt
Loading 'Ryu' from data/chars/Ryu/Ryu.txt
Loading 'Shimo' from data/chars/Shimo/Shimo.txt
Script compile error: can't find function 'slamstart2'
Script compile error in 'Kenshiro': slamstart2 line 36, column 12
********** An Error Occurred **********
* Shutting Down *
Can't compile script 'Kenshiro' data/chars/Kenshiro/Kenshiro.txt
Total Ram: 2146619392 Bytes
Free Ram: 749703168 Bytes
Used Ram: 34394112 Bytes
Release level data...........
Done!
Release graphics data........ Done!
Release game data............
Release game data............ Done!
Release timer................ Done!
Release input hardware....... Done!
Release sound system......... Done!
Release FileCaching System... Done!
**************** Done *****************
Can't compile script 'Kenshiro' data/chars/Kenshiro/Kenshiro.txt
Kurisu said:animationscript data/scripts/player.c
animationscript data/scripts/shadow.c
Damon Caskey said:Getting after images to use the entity's active color set is actually super easy.
DC
masterderico said:I just use an old DC animation script and spawn the entity with alpha transparency when the hero move is activated. You can choose from 6 different alpha channels and delay and do whatever you want. Wrong or not, its the way i do shadow trails. I don't like much that effect btw...i like to see clearly my hero doing his move.
masterderico said:How is the Malik technique?
changedrawmethod isn't documented at the manual, but looking at the source code, there is a property called "table" (_dm_table), so probably is this, right?Damon Caskey said:You get the color table from the entity and apply to draw-method as you generate the trails. That's really all there is to it.
// Get color table pointer from target entity
void table = getentityproperty(entity, "colourmap");
// Apply color table pointer to global drawmethod.
changedrawmethod(NULL(), "table", table);
// Add any other drawmethod effects here. You'll probably want
// transparency for sure. This is also where you could add more stuff
// like that ugly blue Capcom tint if you want.
// Draw the shadow and reset global drawmethods...