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 ehhhhhhhhhhhhhhh Badabagayo 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 dont 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> no texture<BR>
<B>0</B> no texture scrolling on x axis<BR>
<B>0</B> no texture scrolling on y axis<BR>
<B>0</B> no flags<BR>
<B>0</B> no segments
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NOTE: I wish beams could be smaller, but they cant. 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 YOU MUST PUT A DIFFERENT number to do lightning beams, the bigger the number the bigger the lightning<BR>
<B>0</B> no texture<BR>
<B>0</B> no texture scrolling on x axis<BR>
<B>0</B> no texture scrolling on y axis<BR>
<B>544</B> The lightning flag, the alphaglow flag<BR>
<B>13</B> 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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