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- > > 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.
-
- Sounds, just , brilliant! Goddy. :-)
-
- > > 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.
- >
- > Well if we are to have specific Bad Mood levels designed that are optimised for slower
- > machines then it would probably work quite well.
- > Especially if it could be an option to have that effect switched on/off, unless it will be
- > for a specifc Bad Mood levels only and wouldn't appear on Doom/Heretic WADs ...
-
- I think it would be in specific BM levels as Doom doesn't support it. I don't either
- think we need an option to switch it off. Why should someone want to switch it of anyway?
- If your machine is to slow, go and get your self an accelerator! ;-)
-
- > I can only think I know what it would make Bad Mood look like and that anything you seem
- > to do to the engine looks really hot, then it might be good to do it.
- > Is it possible to calculate the extra load on a base machine before it is coded - I mean
- > we wouldn't want you to waste those few minutes in coding all these features to find out it is
- > too slow ... :-)
-
- I agree. If it's possible to do without killing the 3D engine it would be awesome.
- I can't see why we shouldn't want it. It's just up to Anthony to suport it in 'his'
- WAD editor, DEU. :-)
-
- //Magnus Kollberg
-
-