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- ALPHA.WAD
- ---------
-
- This tiny PWAD example demonstrates the special QuickAlpha effect currently
- assigned to all 'middle' textures named 'sky1'. This name was chosen because
- it is always available in IWADs, and it is (almost) never used on middle textures.
-
- Eventually, this will be changed to a unique name, but it will be left this way
- for now due to the difficulty of adding new texture names to PWAD files. This
- is currently the simplest solution for demonstrating the effect.
-
- The ALPHA.WAD demo uses QuickAlpha to simulate torchbeams shining down from the
- roof onto the floor. The texture is only applied to the 1st (outer) sidedef of
- each face in order to avoid slow overprinting & unnecessary buildup. This looks
- good here because the torch beams are too thin to get 'inside', and they are
- supposed to be volumetric or solid - rather than just 4 flat surfaces joined in
- a ring. QuickAlpha could also be used to create glass windows, but this must be
- done with care, as it takes much longer to render than a normal wall texture. It's
- best to keep these effects out of the player's immediate reach to prevent situations
- where the QuickAlpha texture covers a large percentage of the screen (i.e. don't
- get too close or the framerate will go through the floor).
-
- Additional effects similar to QuickAlpha are planned for future releases.
-
- To view this PWAD you will need a copy of a Doom IWAD file. Both shareware and
- commercial versions of Doom will do for this demo.
-
- Syntax:
-
- bm.ttp -i doom1.wad -p alpha.wad
-
-
- Have fun...
-
- Doug.
-