I don't know if you qualify this as a bug, but if you use custom graphics for EM doors, place down the gray variant, and then collect a lens, the custom graphic for the door won't display for the lens, but the original graphic will.
It's weird.
No custom door graphic disply when you collect lens
Moderators: Flumminator, Zomis
- SLAPPYHAPPY2000
- Posts: 110
- Joined: Wed Jun 03, 2020 10:27 am
Re: No custom door graphic disply when you collect lens
Use the "magnifier" element, not the "lenses" element to make "gray doors" visible for the specified time. (The "lenses" is used for invisible wall, not for doors/gates.)
Just quickly checked this by redefining graphics for a gray door (redefined visible, invisible and editor graphics), and it works as expected when picking up a magnifier.
Just quickly checked this by redefining graphics for a gray door (redefined visible, invisible and editor graphics), and it works as expected when picking up a magnifier.
- SLAPPYHAPPY2000
- Posts: 110
- Joined: Wed Jun 03, 2020 10:27 am
Re: No custom door graphic disply when you collect lens
I just checked with the magnifier, and... nope. Even when I redefine the gray door and the normal door graphics, when I collect a magnifier, it still reverts to the original door graphic. I even checked in BD2K3 to see if the custom graphics of the door would revert to the default, and it does. Go to BD2K3, place down a gray EM door, and a magnifier, and then test the level.
Re: No custom door graphic disply when you collect lens
Yes, because BD2K3 does not support the "magnifier" element (and also has no custom graphics for it).
But now I know what's missing: You did not redefine "em_gate_1_gray.active"!
This is because the game element "em_gate_1_gray" itself does not change to "em_gate_1" when collecting the magnifier, but rather gets visible, which is the "active" state here.
Just add a custom graphics definition for "em_gate_1_gray.active" and you're done!
But now I know what's missing: You did not redefine "em_gate_1_gray.active"!
This is because the game element "em_gate_1_gray" itself does not change to "em_gate_1" when collecting the magnifier, but rather gets visible, which is the "active" state here.
Just add a custom graphics definition for "em_gate_1_gray.active" and you're done!
