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bradallred avatar bradallred commented on June 2, 2024

the fix is easy enough, just use ONE_MINUS_DST as the blend mode. That's (almost) always the answer when a BAM uses a black BG. Is this a PRO that we created? If so just open it in NI and tick whatever bit relates to PTF_TRANS (and possibly clear the one for PTF_BLEND)

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bradallred avatar bradallred commented on June 2, 2024

It might be worthwhile for somebody to comb though our PROs and check the rest of them so we can fix them all in one go instead of as we encounter them.

Ditto for our VVCs

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MarcelHB avatar MarcelHB commented on June 2, 2024

The projectile's BAM is good, that's the damage-associated animations (electricity). If one assigns the AA_BLEND flag, then it looks good. But since it's not (only for PST?), it maybe needs to be checked for every game/damage type first.

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lynxlynxlynx avatar lynxlynxlynx commented on June 2, 2024

In our case the code is in Actor::PlayDamageAnimation, but yeah, it's simple to test this in other games.

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MarcelHB avatar MarcelHB commented on June 2, 2024

I went through the lists and checked all games' BAM files. My suggestion is to put a new flag column into the damage.2da files that can be applied to both MAIN and SPARKS BAMS since this is always pairwise connected.

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lynxlynxlynx avatar lynxlynxlynx commented on June 2, 2024

So you're saying we can't just turn blending on for all the games?

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MarcelHB avatar MarcelHB commented on June 2, 2024

I've tested all BAMs for black surroundings of effect visuals. Some of them (some flames but also almost all blood effects) have very dark shades though (dark red). Without doing the blending math, I'm not sure if this is a good idea for every case.

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lynxlynxlynx avatar lynxlynxlynx commented on June 2, 2024

Ok, another column it is then.

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