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wormhole modelling #105226
01/03/07 23:27
01/03/07 23:27
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline OP
Member
Damarus  Offline OP
Member

Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
hey guys its me again,

right now im working on a wormhole for a game and would do something like in the following picture.



could u guide me in the right direction and how to do it. I have the A6 extra version 6.50. thx in advance.

Damarus

Re: wormhole modelling [Re: Damarus] #105227
01/04/07 00:13
01/04/07 00:13
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
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cartoon_baboon  Offline
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Joined: Feb 2006
Posts: 616
Netherlands
Well for the most part it is a cilindrical model with a semit transparent skin attached to it. To make it feel as if you're going fast make the skin move towards you

Re: wormhole modelling [Re: cartoon_baboon] #105228
01/04/07 13:05
01/04/07 13:05
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline OP
Member
Damarus  Offline OP
Member

Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
yeah thats one thing im trying to make but how do i do it? And second how could i make the texture animated so as u said that it moves towards me? And another question how could i make the texture go from one colour to another smoothly? There is one possiblity to make the wormhole in different sections and texture them in different colours but then u can see the edge where two parts of the wormhole meet and thats not quite what im looking for. Maybe u have some ideas. thx in advance and thx for ur help.

Re: wormhole modelling [Re: Damarus] #105229
01/04/07 21:47
01/04/07 21:47
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
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cartoon_baboon  Offline
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Joined: Feb 2006
Posts: 616
Netherlands
well for the skin you can use a tga file with an alpha layer, problem is you might end up with stupid z-sorting errors...else try using those WED tags like flare, bright etc. (don't use or know which does what)

for the moving of the skin use these kind of commands:
my.u -= 0*time;
my.v -= 12.05*time;
wait (1);

u moves the skin the one way (horizontal or vertical) and v does the other.

not sure about the colour changing but it'll probably require some sort of shader and I know nothing about that.

Re: wormhole modelling [Re: cartoon_baboon] #105230
01/04/07 23:01
01/04/07 23:01
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
u and v do not work in 6.5 any more. look at the wiki, HeelX wrote a cute shader for uv shifting, as well as the a6.5 offers a new possibility to shift uv params.

a single cylinder will always look flat, make a system of 3, independently rotating cylinders (at different speed, of different size and different opacity). the effect in the pic consists of at least 4 components, 2 fire layers, a green-blue layer, and the "tentacle"-effect at the entrance/cam pos.

Re: wormhole modelling [Re: cartoon_baboon] #105231
01/04/07 23:09
01/04/07 23:09
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
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Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
best way in med you make a cylinder and extrude it ever and ever again...
to make it change the color you just have to change the red green and blue vector of the entity.
becasue the texture: you must skin it right, else you have got a problem, when it is moving.

Re: wormhole modelling [Re: Scorpion] #105232
01/04/07 23:59
01/04/07 23:59
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline OP
Member
Damarus  Offline OP
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Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
well first thx all of you but shaders wont help me much cause i only have a6 extra so i cant use shaders at all.

@DaBro0zar

the only problem is that i dont know how to make a texture like that i tried it but failed misserably. Second do u mean of makeing 3 cylinders and put them all in one so i have one cylinder? Or should i scale each a bit bigger and put each cylinder on each other? And should i make the cylinders transparent so i can see through them?

@Scorpion

I'm not quite sure what u mean by "changeing the red green and blue vector of the entity" how would i change the red green and blue vector? Through a script or can i do this in med?

But thx again all of you for those great ideas.

Re: wormhole modelling [Re: Damarus] #105233
01/05/07 00:04
01/05/07 00:04
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
Should i scale each a bit bigger and put each cylinder on each other? -yepp.
And should i make the cylinders transparent so i can see through them? -indeed.
how to make a texture like that - http://www.turbosquid.com/FullPreview/Index.cfm/ID/227857 you'll have to create an alpha channel though. or http://www-jkn.ee.uec.ac.jp/tnklab/96/nakazawa/icons/texture/download/fire.gif just as an example.

Re: wormhole modelling [Re: broozar] #105234
01/05/07 00:39
01/05/07 00:39
Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
Damarus Offline OP
Member
Damarus  Offline OP
Member

Joined: Apr 2004
Posts: 258
Canada, Nova Scotia
thx DaBro0zar! Thats just the texture i need. thx for your help.


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