ID:2425862
 
Code:
mob/player
Login()
..()
DrawPlanes()
proc
DrawPlanes()
client.screen.Add(screenColor)
client.screen += new/obj/lighting_plane
SetLum(3, "#FFF")

atom/movable
var/image/spotlight
proc/SetLum(Range, Color, list/Params)
if(!spotlight) spotlight = new /image/spotlight
if(Params) for(var/v in Params)
spotlight.vars[v] = Params[v]
spotlight.color = Color
spotlight.transform = matrix()*Range
overlays += spotlight


obj/lighting_plane
screen_loc = "SOUTH,WEST to NORTH,EAST"
plane = 2
blend_mode = BLEND_MULTIPLY
appearance_flags= PLANE_MASTER | NO_CLIENT_COLOR
// mouse_opacity = 0


image/spotlight
plane = 2
blend_mode = BLEND_ADD
icon = 'lighting.dmi'
icon_state = "0"
layer = 1+EFFECTS_LAYER
appearance_flags = RESET_COLOR

mob/player
var/tmp/obj/hud/screenColor/screenColor = new

obj/hud
screenColor
icon_state = "rect"
color ="black"
screen_loc = "SOUTHWEST to NORTHEAST"
plane = 2
// mouse_opacity = 0
alpha = 255


Problem description:
Why this doesn't work when i use
map_format=SIDE_MAP
is it dm bug or what? Is any other way to get the same result as
map_format=SIDE_MAP
?
It's hard to say what's going on with so many factors in play. EFFECTS_LAYER might act differently in other map_formats. Have you tried setting the layer of image/spotlight to FLOAT_LAYER?
Yep, i tried but it doesn't work. :(
bump
I think this should be reported as a bug:
A PLANE_MASTER with a blend_mode set to BLEND_MULTIPLY has no effect in map_formats other than TOPDOWN_MAP.

Another bug that seems to be related:
The icon of a PLANE_MASTER's overlay is shown in TOPDOWN_MAP, but not in other map_formats.

If I had to guess, these are probably symptoms of a larger bug that revolves around the use of a PLANE_MASTER with other map_formats. Maybe the micro-layering isn't being taken into account.
I’ve experienced this same problem through an experiment. I set the image plane on 3 and the overlay came out as a big white circle. Im not sure how this would apply to you when you set mob/player plane to 1, But try removing it or setting it to two and see if you get the same problem.
I reported this in bug section, and as we expected it was a dm bug related with rendering.
http://www.byond.com/forum/?post=2426438