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 Post subject: The Sunspire - how were the transparent walls done?
PostPosted: Sat Jan 02, 2016 3:46 pm 
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What it says on the can. I tried opening the level in the editor to see, but I didn't see any custom textures displayed. So how were the see-through dark glass panes done? That's an amazing effect.

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 Post subject: Re: The Sunspire - how were the transparent walls done?
PostPosted: Sat Jan 02, 2016 8:22 pm 
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There's a feature in Descent's engine but unused by Parallax called "cloaked walls" I think. It essentially removes the texture from the wall and makes it partially transparent like a cloaked bot.

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 Post subject: Re: The Sunspire - how were the transparent walls done?
PostPosted: Sat Jan 02, 2016 10:20 pm 
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Yeah, that was the one. It's the only way to do partial transparency in standard D2 levels. XL, as we all know, supports alpha, but that wasn't an option for TEW.


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 Post subject: Re: The Sunspire - how were the transparent walls done?
PostPosted: Sat Jan 02, 2016 11:04 pm 
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I think it renders the wall the same way it renders a cloaked ship or robot...
but you'd have to look at the code to be sure.

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BEWARE RAZZADOON'S SNOUT!!
...

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 Post subject: Re: The Sunspire - how were the transparent walls done?
PostPosted: Sun Jan 03, 2016 8:15 am 
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Pretty damn sweet.

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 Post subject: Re: The Sunspire - how were the transparent walls done?
PostPosted: Sat Jan 16, 2016 8:56 pm 
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I tried using that once, but had to switch to a forcefield bridge when I couldn't tell it was there (even in 80-something percent cloak)
You can do this with a 100% cloak to get a solid black wall, or 0% cloak to get a completely transparent, yet not shoot-through-able, wall.

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