I learned how to make these textures with see-through parts, they’re actually sprites with some parts painted over with the “transparent” color (index 255). I’m simply loading them into the map with RMQ’s misc_model entity – seems sprites are handled much like models. Guess this would work in standard Quake as well, you just have to make sure you set the sprite’s orientation to “oriented” (in Fimg2, for example, which is a pretty good software written by FrikaC). If you don’t use “oriented sprites”, the sprite will rotate to follow the player just like DOOM’s trees do. I set the rotation by way of a “mangle” key in misc_model, as usual.
Got the idea from Quoth2, so credit where credit is due, and Spike explained to me what an oriented sprite is.
I’m pretty sure you can make stuff like chainlink fences and spiderwebs with this, probably also grass, vines, hanging cables and so forth. Pineapple had a pretty good idea how to get a higher effective resolution with these, which I’ll keep to myself for now. Note: Sprites are usually fullbright in Quake, unless the engine supports an extension to light them properly – DP_LITSPRITES or something similar. And guess what, this is broken in DP. Haha. maybe we can unbreak it, so these actually get properly lit ingame.
The full 3-D “see through” effect of course only occurs when you’re moving while looking at these. So a screenshot doesn’t really do them justice.
As for the title, I love Doom 3, which is more a remake of DOOM than a sequel, and I’m kinda… umm… letting myself get inspired by it. To put it carefully. What I mean is, you might recognize some things in a certain map once you can all actually play this stuff. Oh frabgious day! Will we release by 2016? Bets, anyone?