Building animations cannot redefine Palette=

Bug #896109 reported by Graion Dilach
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
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Bug Description

Palette= on building animations is ignored. Every animation (including the buildup) uses the same palette which was defined (or not) in the building's artmd entry.

##### STEPS TO REPRODUCE #####
Play as Soviets in the attached mod. You won't notice a difference on the Tesla Reactor, while it has Palette=tpal on the NAPOWR_A and NAPOWR_AD animation.

##### ADDITIONAL INFORMATION #####
Splitted from 172.

The attached mod can also be used for testing 1495 an 1496, respectedly. The changes in this 1.001 inis are the three additional Titans, numerous Palette=tpal in artmd and a Turret=no on the Rhino per 1496 test.

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Graion Dilach (graiondilach) wrote :

Oh, and pd's Flame Turret was added into that mod.

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DCoder DCoder (dcoder1337) wrote :

I'm wondering how much of a problem this is - building animations normally involve parts of that building, meaning you need to have parts of the building's palette anyway.

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Graion Dilach (graiondilach) wrote :

This was the same what I thought as well, however I thought it's better to have it reported.

This also means that a building cannot use more than 208 colors + remap.

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cranium (cranium) wrote :

I was able to repalette my anims, but it requires a bit of work. You have extract the images outta shp builder, then import them back in using the custom palette.

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YR M0ddEr (yr-m0dder) wrote :

"This also means that a building cannot use more than 208 colors + remap."

I was thinking the same. If this bug didnt exist, people cloud split a building into 4 parts(ActiveAnimAnim1/2/3/4) and get alot more colors. But I have never heard of someone want to use this.

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