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Sky_speed problem #4219
06/04/01 07:55
06/04/01 07:55

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Anonymous OP
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Greetings!

I have the following problem: I want to create a "Slow-Motion-effect" like the on in Matrix. I have a global slowmo variable and everything is working just fine, all movement in my level gets slow and speeds up as I change this variable.

All movement? No, there's still the sky which continues to animate as if nothing ever happened. *g*

So I tried to manipulate the values for sky_speed.x, sky_speed.y, cloud_speed.x and cloud_speed.y

And I could alter the speed there, even make the movement stop. BUT: the offset of the sky and cloud bitmaps are recalculated every time I alter the speed. You can try this yourself: enter sky_speed.x = 0.5; during gameplay. You'll see that the sky bitmap will make a "hop".

Now my question: is there any way to access the offset of the sky and cloud bitmap manually? This way maybe I can workaround the problem...

Gnometech


Re: Sky_speed problem #4220
06/03/01 20:12
06/03/01 20:12

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Hi,
There's one simple way to solve Your problem: Don't use moving sky textures - create a sky box with a plain blue - or grey - sky like it is in Half-Life.
Mahonroy's tutorial will show You how to do:
http://members.nbci.com/mahonroya4/lmt1.htm

Adrian


Re: Sky_speed problem #4221
06/04/01 01:35
06/04/01 01:35
Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
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James Snydstrup Offline
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James Snydstrup  Offline
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Posts: 2,037
Lafayette, LA USA
Gnometech:

One idea would be to gradually slow the sky down instead of all at once.


Re: Sky_speed problem #4222
06/04/01 02:22
06/04/01 02:22

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I already tried that, but it was even messier: it seems the offset of the bitmap is calculated with the speed and the ticks since gamestart. Thus, if I change the speed in mid-game, the offset is recalculated and the bitmap hops. If I slow it gradually, it hops even more, at each change of the variable a little (even if it is a rather insignificant small change).

Adrian: I thought of that, too, and I already used the tutorial. I just thought if anyone had a great idea how to solve the problem, I wouldn't have to avoid a moving sky.

Thanks anyway for the answers.

Gnometech


Re: Sky_speed problem #4223
10/12/02 00:23
10/12/02 00:23
Joined: Mar 2002
Posts: 280
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chumprop Offline
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I think i might know...

You can use a sky sphere (make it in max or something), then simply change the rotation of my.tilt+= ????

this should do it!


I love math!

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