Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Mechanos

Vanilla engine tricks.

Recommended Posts

This has probably been posted somewhere, but this is just incase there are some ideas out there that have been overlooked and/or never thought of before. I know that people have done amazing things with the old Vanilla DOOM 2 engine. Some that are typical yet add to the experience. Others that have made some say "Woah! I didn't know that was possible." The effects done on DOOM 2 seem to play a part in keeping the old game alive well beyond it's time. So if any of you have ideas for Vanilla tricks, feel free to post them.

Some examples:
Instant death teleports.
Pseudoscripts.
Movie animation (Trinity of terror wad).
Overhead rotating fan (using mdtxtre linedef animation).
Entire place exploding.
Faked 3D scenery.
Glowing floors with ceiling in shadow.
Ambient sounds (very old).

Share this post


Link to post

There is one trick that I've thought of myself. Create a texture that is dithered. Basically it is two colors on the texture that are arranged like a checkerboard at the pixel level. In this trick, the colors are cyan (which is rendered invisible by the engine) and the other color is any color you like (red, blue, yellow, brown, etc) just as long as it's one compatable with the game's color pallete. You apply this on the map as a midtexture linedef, and give it a scrolling effect. The result is that each pixel will switch from cyan to X color several times a second, tricking your eyes into seeing a transparency effect.

Share this post


Link to post

As it would be necessary to move the middle texture linedef away from the wall, you instantly prevent the effect from working except when looking square at the wall's face.

Edit: Or am I interpreting your description incorrectly?
Edit2: Yes I did. I get your meaning now. No, simply making them scroll won't result in useful transparency. I'd wager you'd get some nasty moire in vanilla and a blurry mess in GL under normal settings (smooth-filtered).

Share this post


Link to post

I too gave thought about this. The wall behind the fake transparent texture may looked blocked when looked at an angle, but this has never been tried as of yet.

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×