BZW Map FX: Lightning/Lighting = :?:
BZW Map FX: Lightning/Lighting = :?:
I've been toying around with the BZW format recently, and I have 2 great map ideas. The first, Multiple Levels of CHAOS, is in Works In Progress section, currently in "first beta stage".
The second is a HUGE pyramid in the center of the map, surrounded by small(er) ones, with lightning coming from the small ones and hitting the HUGE one. With a lot of climb-able structures, too.
The only problem with the second idea is that I have no clue how one would call up a texture "on cue", like a World Weapon. I could use lasers for the lightning, but that would use a LOT of lasers.
I'm sure it can be done with textures, similar to a dynamic color, but how? How does one create a material that will "flash" on and off? ( like so: - LOL )
In the wiki, there are several unexplained features of the material object, so that's not helping me very much... Even a detailed explanation of the material object and it's parameters would be great.
Thanks a bunch!
The second is a HUGE pyramid in the center of the map, surrounded by small(er) ones, with lightning coming from the small ones and hitting the HUGE one. With a lot of climb-able structures, too.
The only problem with the second idea is that I have no clue how one would call up a texture "on cue", like a World Weapon. I could use lasers for the lightning, but that would use a LOT of lasers.
I'm sure it can be done with textures, similar to a dynamic color, but how? How does one create a material that will "flash" on and off? ( like so: - LOL )
In the wiki, there are several unexplained features of the material object, so that's not helping me very much... Even a detailed explanation of the material object and it's parameters would be great.
Thanks a bunch!
Louman did lightning on his The Guantlet map, IIRC
might help to look at the map code here...
might help to look at the map code here...
There is nothing worse than aggressive stupidity. -- Johann Wolfgang von Goethe
"How many legs does a dog have if you call his tail a leg? Four. Calling a tail a leg doesn't make it a leg." -- Abraham Lincoln
"How many legs does a dog have if you call his tail a leg? Four. Calling a tail a leg doesn't make it a leg." -- Abraham Lincoln
Would help if I added the link to the map...
http://my.bzflag.org/bb/viewtopic.php?t=9693
http://my.bzflag.org/bb/viewtopic.php?t=9693
There is nothing worse than aggressive stupidity. -- Johann Wolfgang von Goethe
"How many legs does a dog have if you call his tail a leg? Four. Calling a tail a leg doesn't make it a leg." -- Abraham Lincoln
"How many legs does a dog have if you call his tail a leg? Four. Calling a tail a leg doesn't make it a leg." -- Abraham Lincoln
- CannonBallGuy
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look up "spin" - try the bzw manpage
Merry Christmas!
"Look, if I don't buy booze for the kids, I don't get any incriminating pictures to show to their parents, my business goes down the sink, my girlfriend leaves me and the baby goes on ebay. So help me search..."
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The coding for spin is thus:
I would assume that angle would be in degrees, and the nx, ny, nz would specify which axes to spin it upon, but I am not sure.
Code: Select all
spin angle nx ny nz # (repeatable)
That is almost correct, although it is important to note that only one of nx, ny, and nz can be 1. The other two must be 0. Also note that it is repeatable, so if you need more than one axis rotated upon, you can repeat it using a different vector for rotation.Legolas_ wrote:The coding for spin is thus:
I would assume that angle would be in degrees, and the nx, ny, nz would specify which axes to spin it upon, but I am not sure.Code: Select all
spin angle nx ny nz # (repeatable)
Nope.TangenT wrote:[That is almost correct, although it is important to note that only one of nx, ny, and nz can be 1. The other two must be 0.
nx, ny, and nz are the three components of a unit vector which defines the axis of rotation. While in the vast majority of cases you will have one of these (usually nz) as 1 and the other two as 0, it is by no means necessary.
In fact, you don't really even have to use a unit vector, as bzfs will scale it for you if necessary.
Optimism is just a milder alternative to denial.
So,
would give me a 50 degree rotation on the y axis?
Code: Select all
Spin 50 0 1 0
Sorry, just posting what I remember hearing from Jeff at one point when I was having trouble with it. Using two of them wasn't quite working right.L4m3r wrote:Nope.TangenT wrote:[That is almost correct, although it is important to note that only one of nx, ny, and nz can be 1. The other two must be 0.
nx, ny, and nz are the three components of a unit vector which defines the axis of rotation. While in the vast majority of cases you will have one of these (usually nz) as 1 and the other two as 0, it is by no means necessary.
In fact, you don't really even have to use a unit vector, as bzfs will scale it for you if necessary.
- CannonBallGuy
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Code: Select all
spin 180 1 0.5 0.25
Merry Christmas!
"Look, if I don't buy booze for the kids, I don't get any incriminating pictures to show to their parents, my business goes down the sink, my girlfriend leaves me and the baby goes on ebay. So help me search..."
"go Play With Toys urself in a dark alley u donkey ******" - Lt-Kirby2007