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- Hi there...
- > 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.
-
- This sounds *really* cool! I say we go with this! (unless it takes loads of time...)
-
- Great idea....
-
- Anthony
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