home *** CD-ROM | disk | FTP | other *** search
- Doug was talking about scrolling walls-
-
- >I can add this if anyone wants, but it's pretty trivial - adding an offset
- >for each wall is about 5 minutes work. There are hardly any instances of
- >scrolling walls in any of the WADS - probably because they look so strange
- >against the static ones.
-
- If walls can have an offset, can floors too? This would mean it
- would be possible to have moving lava or nuclear waste- a very nice effect
- on rivers. It might not be used much, so isn't worth doing yet, but I think
- it should go in eventually. The wall offset is documented in WinDEU, so
- might be used by people in their home-made PWADs.
-
- >I couldn't find any animated textures - do you mean the scrolling, or
- >actual frame-based animation like flames & waterfall stuff? The frame
- >based stuff seems to be static like in BM.
-
- Would it be difficult to add frame based animation to BM? I'd like
- to see this working.
-
- And the sky.
-
- And the sprites.
-
- And everything. ;-)
-
-
- >There is another way I could write the transparent stuff, but it would be
- >faster for Doom, and slower for other WADs (and limit future capabilities). It
- >has a lot to do with the complexity of the texture being drawn. I expect
- >they are likely to increase in complexity rather than decrease, so I'll leave
- >things the way they are just now.
-
- Alright then. I was thinking of making some more complex
- transparent textures for things like fences (like in Duke Nukem 3D), so it
- would be best to make it as future proof as possible. We wouldn't want to
- make it slower for the more complex level design of later games.
-
- p.s. Anywhere I can get news on Apex 3?
-
- Have another day.
-
- Robin Ball
-
-
-