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Later on, in Shadow Warrior, you could even do that, i think they used portals to implement it and i remeber it was a pain to set up in the editor.
by Grumbledour 3mo ago
Later on, in Shadow Warrior, you could even do that, i think they used portals to implement it and i remeber it was a pain to set up in the editor.
- kridsdale1 3mo agoThat did give us our first software rendered transparent water rooms though (Quake had the water opaque unless you had 3DFX card IIRC)
- mrob 3mo agoGLQuake introduced the r_wateralpha setting, which allowed transparent water, but the maps were still compiled with visibility calculations that assumed the water surfaces were opaque. You got visual artifacts unless you enabled r_novis to ignore the pre-calculated visibility calculations. Modern computers can handle it, but this was a heavy performance cost at the time. To work around this, people used an unofficial tool to patch the maps to support transparent water: https://vispatch.sourceforge.net/ https://vispatch.sourceforge.net/
- classichasclass 3mo agoYes, essentially with a second rendering pass. Not cheap to implement which is why the game used it relatively sparingly.
- akoboldfrying 3mo agoNo man is island, except Lo Wang.
- NBJack 3mo agoDon't forget the optional voxel models! They did some really cool stuff with Build. I loved some of the creative uses of things like controllable vehicles (sometimes with guns!).