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Spell animation BAM and Translucent (7) flag
I would like to know how the engine implements transparency/translucency (from a mathematical standpoint) into BAMs that themselves store no Alpha channel transparency information.
Let's take the animation for Magic Missile (SPMAGMIS.BAM) as an example:
This BAM is called via a Projectile (MAGICMIS.PRO) which has the "Translucent (7)" flag set. This flag effectively turns
What is the equation that calculates the alpha channel levels (or is there some quasi-standard filter that is used)?