From 9a3cb1d2f6301fbc001ddd1168d171e93dc8374a Mon Sep 17 00:00:00 2001 From: Moomoobeef <62638182+Moomoobeef@users.noreply.github.com> Date: Wed, 28 May 2025 02:39:29 -0700 Subject: [PATCH] high-vis vest is now dimmer (#37869) * 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 --- .../Prototypes/Entities/Clothing/OuterClothing/vests.yml | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml b/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml index 66913c348d..a4d3403db4 100644 --- a/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml +++ b/Resources/Prototypes/Entities/Clothing/OuterClothing/vests.yml @@ -13,6 +13,11 @@ - 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: @@ -20,6 +25,9 @@ - state: equipped-OUTERCLOTHING - state: equipped-OUTERCLOTHING-unshaded shader: unshaded + - state: equipped-OUTERCLOTHING-unshaded + shader: shaded + #same trick here - type: Tag tags: - HiViz -- 2.51.2