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This is a small improvement, and will likely become unnecessary once muzzle flash is updated to use particle effects, but I noticed this issue recently (as I tend to prefer making dark, horror-themed levels).
Muzzle flash sprites aren't lit or self-illuminated as one would expect, meaning in any situation where the resulting quad is in shadow/darkness (i.e. indoors, on a dark level, or just in the shadow of a large object/entity) it will not be lit, and therefore very dark and hard to see, often resulting in the appearance of there being no muzzle flash whatsoever when firing.
If I understand correctly, the plan is to remove the outdated "cardboard cutout" sprite effects from MAX entirely, and replace them with particle effects, but it would be nice if in the meantime the muzzle flash sprites could be self-illuminated as they were in Classic.
The text was updated successfully, but these errors were encountered:
This is a small improvement, and will likely become unnecessary once muzzle flash is updated to use particle effects, but I noticed this issue recently (as I tend to prefer making dark, horror-themed levels).
Muzzle flash sprites aren't lit or self-illuminated as one would expect, meaning in any situation where the resulting quad is in shadow/darkness (i.e. indoors, on a dark level, or just in the shadow of a large object/entity) it will not be lit, and therefore very dark and hard to see, often resulting in the appearance of there being no muzzle flash whatsoever when firing.
If I understand correctly, the plan is to remove the outdated "cardboard cutout" sprite effects from MAX entirely, and replace them with particle effects, but it would be nice if in the meantime the muzzle flash sprites could be self-illuminated as they were in Classic.
The text was updated successfully, but these errors were encountered: