* high-vis vest is now dimmer
accomplished by adding the unshaded sprite on top of the existing one in a third layer, this time set to shaded. And as the sprite is transparent, it lets some of the existing glow through.
* added relevant comments
- state: icon
- state: icon-unshaded
shader: unshaded
+ - state: icon-unshaded
+ shader: shaded
+ #This is a neat trick I found to sort of "hack" an emissive map into ss14. Basically, the icon-unshaded texture has an alpha channel.
+ #Alpha doesn't work for unshaded, but for *shaded* it does, and by putting a shaded texture infront of the unshaded, we can dim the unshaded texture, effectively allowing brightness control.
+ #I go further indepth on this in my PR, https://github.com/space-wizards/space-station-14/pull/37869
- type: Clothing
sprite: Clothing/OuterClothing/Vests/hazard.rsi
clothingVisuals:
- state: equipped-OUTERCLOTHING
- state: equipped-OUTERCLOTHING-unshaded
shader: unshaded
+ - state: equipped-OUTERCLOTHING-unshaded
+ shader: shaded
+ #same trick here
- type: Tag
tags:
- HiViz