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- Doug here,
-
- I had a few ideas for special FX in the Bad Mood engine some of you might want
- to think about later on when designing custom levels.
-
- If I write an alpha-channelling wall routine for Bad Mood that is treated as a
- standard transparent wall, and uses the sector brightness as the inverse transparency
- (alpha) value, we can simulate volume rendering effects such as torch beams projected
- down from the roof in thin, translucent columns.
-
- By creating a square / haxagonal 'room' from these transparent walls, the floor &
- roof area covered by the room will lighten / darken as normal, but the walls will
- be more / less transparent towards a saturated white. This will give the effect of a
- column of light in a dusty room.
-
- By using specially named 'textures' in the WAD editor, the preprocessor can tag these
- special walls and treat them differently when rendering. You won't be able to see
- the complete effect until it is tested in Bad Mood (the editor probably won't support
- it) but that's not a serious problem. The effect is simply 'icing'.
-
- As long as the columns of light are used on an infrequent basis, and they are not
- made too big (alpha channelling can slow things down when used over a large area),
- I think the effect would be quite stunning.
-
- Comments are welcome (as long as they make sense of course :)
-
- Doug.
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