I know this isn't Blood, but this is from the readme in Shadow Warrior 3dfx. This had a proper release and not an alpha, like in Blood.
I'm posting this because they both use the build engine, and they both do exactly the same things when trying to use Glidos.
Readme.
3Dfx Shadow Warrior does not support 3D sprites like regular
Shadow Warrior does. This was a technical impossibility. For this
reason, the 3D sprites option has been removed from the options
menu. Be sure to turn 3D sprites off in regular Shadow Warrior
before running the 3Dfx version for the first time. If you do not
do this, then no sprites will appear in the 3Dfx version.
Q: Why does my status bar look garbled?
A: Some of the larger textures (like the status bar) are converted
to 3Dfx format the first time you run 3Dfx Shadow Warrior.
Sometimes these textures can become corrupted. Try deleting the
TX3DFX subdirectory in your Shadow Warrior directory and
running 3Dfx Shadow Warrior again. It will reconvert the
textures again.
Also Shadow Warrior has to do a lot of extra work to get onto the
3Dfx that a "real" 3D game does not. We end up having to deal with
many more polygons per frame than a game like Quake, Jedi Knight or
Hexen II. This is detailed more in Scott Alden's 3Dfx notes below.
Notes from 3Dfx and environment variables
-----------------------------------------
3Dfx Build Engine Version 1.0
Author: Scott Alden
Date Created: 9/12/1997
Last Update: 11/22/1997
3Dfx Build Engine Version 1.1 update
Author: Jack Mathews / 3Dfx
Implementation Notes
--------------------
I had a lot of fun and challenges on working on the
Build engine, not everything went as I wanted it
and many things are workarounds. Sloped floors
were especially fun 😉 An ideal thing to happen is this
engine is converted to true polygon rendering system.
This could greatly enhance the speed for the 3Dfx hardware.
I currently have the raster layer of the build engine
rendering spans to the 3Dfx hardware. Thus a wall that
fills the entire screen would be made up of X triangles
where X = the horizontal resolution of the screen.
You can set the BUILD_TRICOUNT (see below) environment
variable to see how many triangles are being drawn on
the previous frame. This is more for seeing how the
tricount affects the framerate. Since each wall and
floor is made up of hundreds of spans, thus thousands
of triangles are drawn each frame. For instance if
a single wall was rendered in a frame that filled the
screen, the renderer would have to draw 640 vertical
triangles to draw the wall.
All of the tiles in the game are downloaded to the
hardware as texture maps, and the span is converted
to the 3Dfx format for rendering. There are 3 types
of primitives that I use: horizontal triangles for
horizontal spans, vertical triangles for vertical spans,
and quads for drawing unclipped sprites.
Also, the lighting/palette effects that the game
uses are achieved by downloading a new palette to the
3Dfx hardware. This palette downloading happens on
a span by span basis. Fog and other lighting effects
are all achieved by palette changing.
A span based renderer is slower than the an ordinary
3D based renderer (like GLQuake) on the 3Dfx because
of the conversion of spans involved. For each vertical
span in a wall, the texture coords must be calculated
specifically for the span, where as a regular polygon
for a wall only has to provide texture coordinates at
the vertices.
-----------------------------------------------------------
Here are some extra things to know about for
additions I have made to the build engine which
can be set in your environment before running
the game:
Environment Variables
---------------------
The BUILD_640X480 environment variable is used
to run the game in the 640x480 resolution.
The default setting is 0, and the default resolution
is 512x384.
e.g. set BUILD_640x480=1
The BUILD_RESAMPLE environment variable is used
to control how the game and animation textures
are converted to 3Dfx format. If you set this
variable, the slower method of sampling and blending
is used. This gives a more desirable image however
it takes a long time to run, and it gives a dark
halo effect surrounding sprites (i.e. the fists
and some menu bar things). The faster way uses
point sampling, it provides a more grainy conversion,
but is a lot faster than the previous method.
You only need to convert the textures the first time
you run the program, and if you want to recreate
them, delete the "tx3dfx" and animxxxx directories
which contain all the .3df files.
The BUILD_BRIGHTNESS environment variable is used to
brighten the colors of the textures that are used in
the game engine. The colors will be brightened by this
factor, and will saturate to white. The default setting
is 2.5.
e.g. set BUILD_BRIGHTNESS=2.8
The BUILD_NOPAL environment variable is used to turn
on palette downloading on a per-span basis.
!!!Warning!!! This will affect the color palette of the game
and the colors may not be correct! This is only provided
as a speed boost. The default setting is 0.
e.g. set BUILD_NOPAL=1
The BUILD_NOFOG environment variable allows the game
fog to be turned on/off. This is provided as a
speed boost. The default setting is 0.
e.g. set BUILD_NOFOG=1
The BUILD_CONVTEXTURES environment variable is used
to control whether or not textures are cached to disk.
If BUILD_CONVTEXTURES is set to 1, then the textures
will not be cached to disk and will be converted in
memory. If you are running the game under Windows 95,
then this setting is not recommended. If you are
running the game under DOS, then this setting may help
out because disk I/O access is slower on some
DOS machines than others. The default setting is 0.
e.g. set BUILD_CONVTEXTURES=1
The BUILD_TRICOUNT environment variable shows the number
of triangles drawn in the last frame. The default setting
is 0.
e.g. set BUILD_TRICOUNT=1
The BUILD_FPS environment variable shows the current clock
settings, frame number, and a (rough)FPS count.
The default setting is 0.
e.g. set BUILD_FPS=1
The BUILD_VERSION environment variable shows the current
version number of the 3Dfx Version of the Build Engine
and the current version of Glide you are using below that.
The default setting is 0.
e.g set BUILD_VERSION=1
BUILD_MRED, BUILD_MGREEN, BUILD_MBLUE set the colors
of mirrors in the game respectively. Their range is
from 0-255. Their default settings are 200, 200, and 255
respectively (gives a blue tinge to all mirrors)
e.g. for dark blue mirrors:
set BUILD_MRED=0
set BUILD_MGREEN=0
set BUILD_MBLUE=200
------------------------------------------------------------
Here's some things I added to the Shadow Warrior code
and specific things in the build engine that are
related to Shadow Warrior.
When you start up Shadow Warrior 3Dfx version, the
program will begin converting the textures in the game
to the 3Dfx format. This only needs to be done once, and
if you want to recreate the process, then delete the
subdirectories called tx3dfx and animxxxx where xxxx will
be a number and the directory will contain .3df files.
This takes quite a while to convert so be patient 😀
See the above environment variable BUILD_RESAMPLE for
more information on this.
Some if these explanations from the programmer 'may' help in getting them to work with glidos.
Don't know if any of that helps, Paul ?
But you'll have Shadow Warrior soon, anyway 😉
One point to note is this,
When you first run Blood in 3dfx mode, all the textures are meant to be converted to 3dfx mode, and placed in the TX3DFX directory.
But under Glidos they aren't, and perhaps thats why it doesn't run ?
Perhaps someone could install Blood, patch it, and run it on a real Voodoo card to see what happens. Then, if the textures are converted and it runs, try running it under glidos.