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add more 'realism' to night scene with stars
#55871
09/22/05 21:10
09/22/05 21:10
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Joined: Aug 2005
Posts: 1,185 Ukraine
Lion_Ts
OP
Serious User
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OP
Serious User
Joined: Aug 2005
Posts: 1,185
Ukraine
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Hi! For night scene may be usefull this piece, to add some 'blinking' stars: Code:
... bind <stars_.tga>; sky skycube { type = <sky+6.tga>; flags = cube,visible; z=-5; layer = 1; } sky stars { type=<stars.tga>; flags = dome,visible; scale_x=0.4; layer=3; } ... starter blinking_stars{ while(1){ ent_morph(stars,"stars_.tga"); //morph to shine stars waitt(random(15)); //play with this ent_morph(stars,"stars.tga"); //morph back waitt(random(9)); //play with this } }
provide your stars.tga with 'normal' stars and stars_.tga, where some stars a slightly changed in size/brightness/color. P.S. You can use ent_morph with different engine objects, not bmaps only.
Last edited by Lion_Ts; 09/23/05 12:40.
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Re: add more 'realism' to night scene with stars
[Re: XNASorcerer]
#55875
09/22/05 23:18
09/22/05 23:18
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Anonymous
Unregistered
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Anonymous
Unregistered
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Thanks LionTs, you're always contributing, that's awesome. I think you need some closing parentheses on those waits though )) 
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Re: add more 'realism' to night scene with stars
[Re: task1]
#55877
09/23/05 12:18
09/23/05 12:18
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Joined: May 2002
Posts: 2,541 Berlin
EX Citer
Expert
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Expert
Joined: May 2002
Posts: 2,541
Berlin
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Thatīs a bad code. Itīs not working the same on different pcs. I hope not all your codes are like that you published here.
wait(random(x)); <<< this will cause a flickering on a 3ghz comp minigame, and anything but not blinking on a 60khz cpu.
use sleep
I am afraid that many games here are full of such "not time fixed" code.
:L
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