anachronox-sdk/docs/planet/33.html

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<TITLE>Anachronox Editing Documentation</TITLE>
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<FONT COLOR="#0055DD"><B>Tutorial 33: Beams</B>
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BEAM=[source_surface],[target],[destination_surface],[r1],[g1],[b1],[alpha],[r2],[g2],[b2],[time_in_msecs],[radius],[radius2],[texnum],[scroll-x],[scroll-y],[flags],[segments]
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Oh boy.<BR>
Beams are drawn between 2 points. Usually squibs. There is a whole lot you can do with em. Ralph <20>ehhhhhhhhhhhhhhh<68> <20>Badabagayo<79> Barbagallo is responsible for this.
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Newscript<BR>
On cubic 1 put a cmd<BR>
Newent=ob_squib;floor=0
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On cubic 2 put a cmd<BR>
Newent=ob_squib;floor=0<BR>
Make sure the 3d nodes are apart from each other so that you can see the beam
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On cubic 1 put a cmd at 2.0<BR>
Beam=effect_1,2,effect_1,0,1,0,1,1,.1,.1,5000,1,1,0,0,0,0,0
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This will draw a simple green beam that slowly changes to red in 5 secs.
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How this mess works.<BR>
<B>Effect_1</B> - the surface on the squib on cubic track 1<BR>
<B>2</B> - the target entity, in this case the squib on track 2<BR>
<B>Effect_1</B> - the surface on the squib on cubic track 2 that we are targeting for the beam<BR>
<B>0,1,0,</B> - being The r,g,b value, which is green<BR>
<B>1</B> - being full alpha<BR>
<B>1,.1,.1</B> - being the r,g,b value which is red with hints of green and hints of blue. IF you don<6F>t want the beam to change color over time, just use the same RGB values of the first<BR>
<B>5000</B> - the duration of the beam<BR>
<B>1</B> - the start thickness<BR>
<B>1</B> - the end thickness<BR>
<B>0</B> <20> no texture<BR>
<B>0</B> <20> no texture scrolling on x axis<BR>
<B>0</B> <20> no texture scrolling on y axis<BR>
<B>0</B> <20> no flags<BR>
<B>0</B> <20> no segments
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NOTE: I wish beams could be smaller, but they can<61>t. You can however, use the flag to shrink them down over time.
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Lets drop another cmd node at 2.1 <BR>
Beam=effect_1,2,effect_1,1,1,1,1,0,0,1,3000,1,3,0,0,0,544,13<BR>
This will draw a second beam, an electrical beam that goes from white to blue in 3 secs.
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<B>Effect_1</B> - the surface on the squib on cubic track 1<BR>
<B>2</B> - the target entity, in this case the squib on track 2<BR>
<B>Effect_1</B> - the surface on the squib on cubic track 2 that we are targeting for the beam<BR>
<B>1,1,1,</B> - being The r,g,b value, which is white<BR>
<B>1</B> - being full alpha<BR>
<B>0,0,1</B> - being the r,g,b value which is blue<BR>
<B>3000</B> - the duration of the beam<BR>
<B>1</B> - the start thickness<BR>
<B>3</B> - the end thickness <20> YOU MUST PUT A DIFFERENT number to do lightning beams, the bigger the number the bigger the lightning<BR>
<B>0</B> <20> no texture<BR>
<B>0</B> <20> no texture scrolling on x axis<BR>
<B>0</B> <20> no texture scrolling on y axis<BR>
<B>544</B> <20> The lightning flag, the alphaglow flag<BR>
<B>13</B> <20> no segments, 13 is the maximum number of segments you can have when using lightning
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play this. Now change the 544 to 545.<BR>
You just added the shrink flag. Looks cool.
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Now try moving the nodes around in time.
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You can enter flags with the hex method or decimal<BR>
Here are all the flags that can be used for beams.
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0x00000001 = shrink<BR>
0x00000002 = fade<BR>
0x00000004 = colorfade<BR>
0x00000008 = particle<BR>
0x00000010 = scroll<BR>
0x00000020 = glow<BR>
0x00000040 = grow<BR>
0x00000100 = flutter<BR>
0x00000200 = lightning<BR>
0x00000400 = 2radius<BR>
0x00000800 = alphaleft<BR>
0x00001000 = alpharight<BR>
0x00002000 = infinite<BR>
0x00004000 = flipx <BR>
0x00008000 = flipy<BR>
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load up your calculater and set it to scientific<BR>
0x00000220 = glow & lighning<BR>
go into hex mode and enter 220 then click on dec(imal)
544
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You can also add textures to the beams. <BR>
Beam=effect_1,2,effect_1,1,1,1,1,0,0,1,3000,1,3,24,0,0,544,13<BR>
using texture 24.
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You can also have the texture scroll.
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Experiment, play, there are many tricks you can do with beams.
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Take a look at scripts/mystech/m1fx_nuts-01 (-02,-03,-04). These were exercises in beam usage.
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