115 lines
4.2 KiB
HTML
115 lines
4.2 KiB
HTML
|
<HTML>
|
|||
|
<HEAD>
|
|||
|
<META HTTP-EQUIV="Content-Type" CONTENT="text/html; charset=windows-1252">
|
|||
|
<TITLE>Anachronox Editing Documentation</TITLE>
|
|||
|
</HEAD>
|
|||
|
<BODY BGCOLOR="#000000" TEXT="#EFEFEF" LINK="#00FFFF" ALINK="#FFFFFF" VLINK="#05F3D0">
|
|||
|
<CENTER>
|
|||
|
<P>
|
|||
|
<FONT FACE="Helvetica">
|
|||
|
|
|||
|
<FONT COLOR="#0055DD"><B>Tutorial 33: Beams</B>
|
|||
|
</FONT>
|
|||
|
</CENTER>
|
|||
|
<P>
|
|||
|
<HR>
|
|||
|
<BR>
|
|||
|
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]
|
|||
|
<P>
|
|||
|
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.
|
|||
|
<P>
|
|||
|
Newscript<BR>
|
|||
|
On cubic 1 put a cmd<BR>
|
|||
|
Newent=ob_squib;floor=0
|
|||
|
<P>
|
|||
|
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
|
|||
|
<P>
|
|||
|
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
|
|||
|
<P>
|
|||
|
This will draw a simple green beam that slowly changes to red in 5 secs.
|
|||
|
<P>
|
|||
|
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
|
|||
|
<P>
|
|||
|
NOTE: I wish beams could be smaller, but they can<61>t. You can however, use the flag to shrink them down over time.
|
|||
|
<P>
|
|||
|
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.
|
|||
|
<P>
|
|||
|
<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
|
|||
|
<P>
|
|||
|
play this. Now change the 544 to 545.<BR>
|
|||
|
You just added the shrink flag. Looks cool.
|
|||
|
<P>
|
|||
|
Now try moving the nodes around in time.
|
|||
|
<P>
|
|||
|
You can enter flags with the hex method or decimal<BR>
|
|||
|
Here are all the flags that can be used for beams.
|
|||
|
<P>
|
|||
|
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>
|
|||
|
<P>
|
|||
|
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
|
|||
|
<P>
|
|||
|
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.
|
|||
|
<P>
|
|||
|
You can also have the texture scroll.
|
|||
|
<P>
|
|||
|
Experiment, play, there are many tricks you can do with beams.
|
|||
|
<P>
|
|||
|
Take a look at scripts/mystech/m1fx_nuts-01 (-02,-03,-04). These were exercises in beam usage.
|
|||
|
|
|||
|
|
|||
|
<P> <P>
|
|||
|
</BODY>
|
|||
|
</HTML>
|