Old 17th April 2003, 11:24   #81
EnDurA
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mmm, it needs a blend option definently, should make it with x,y and d, also with source and blend options
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Old 14th May 2003, 07:37   #82
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im working on a couple now..
1: reflecto cube, only with a reflecto sphere and a cube around it instead of vica-verca.

2: another 3d maze rip, only with a plane in place of an intersection
after a few times through the tunnel thingo, so it looks like you come out of a tunnel, fly around between two planes for a bit, then hop back into the tunnel again.

neither are very finished, cause i keep working on my own shit, and trying to be steve frickin wittens is so time consuming.

Btw, doe anyone know a way to use multiple textures in one raytraced dm? ive tried to use different parts of a buffer, like stretch the top left corner of a buffer and wrap that for one object, and then use another part for other objects etc, but its not working very well.

<edit> also, i think that while its important we dont simply spit out cheap re-whackoed presets, i think we should try to maintain a whacko style, rather than do presets of our own style with only a little bit of whacko in them.
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Old 14th May 2003, 11:09   #83
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If the DM is not too complicated, then you can usually get away with two separate DM's that are alphablended with eachother (or additively blended after being DM-alphablended).

Otherwise you'll have to do what you said, use separate parts of the buffer for separate textures, but then you lose the ability to wrap for example.
I did a cube a while ago with 4 different textures on its sides with the best possible continuity (never released it, it was just a test) and it's not too hard if you keep track of what you're doing (write it out on paper first).

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Old 14th May 2003, 12:19   #84
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What i was trying to do was use logic operators to simulate the wrap function. This is quite hard, cause the avs window is -1>1 instead of 0>1. so when you are dealing with the wrap windows it becomes 1>3, 3>5 etc, which isnt very maths friendly.

try this in a dm WITHOUT wrap on.

code:
x1=x*2;
x1w=(x1%1);
x=if(below(x1,-1),x1w,if(above(x1,1),x1w,x1));
y1=y*2;
y1w=(y1%1);
y=if(below(y1,-1),y1w,if(above(y1,1),y1w,y1))



this is about as far as i ever got on this tangent.. you might be able to break some sort of barrier for me.

btw, sorry all for posting this sort of shit in this thread.

do you think you could post that cube if you still have it.. perhaps this thread is not the best place but.
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Old 14th May 2003, 12:31   #85
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I'm leaving the remixing preset stuff up to you guys.

I was thinking maybe I could design the "pack picture", like the screenshot that will appear in the component section in winamp when we release this pack. (Like on "I wanna be Frank Nagel" they showed a picture of Frank Nagel with some kind of weird green shading and stuff)

Hey does anyone have a picture of UnConeD? (of course I know he does) Or would that just be a rip-off of "I wanna be Frank Nagel"?

Let me know what you think.

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Old 15th May 2003, 10:46   #86
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maybe we should leave it untill we have all the subbmssions.. so that we can do a picture like the ones used for whacko.
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Old 15th May 2003, 11:06   #87
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Ugly edges wrap:
x=(x+100)*1000%2000*.001-1;
y=(y+100)*1000%2000*.001-1;

Pingpong wrap:
x=asin(sin(x*pi*.5))*2/pi;
y=asin(sin(y*pi*.5))*2/pi;

As as the multiple-textures-cube goes, it's simple... just restrict each face to a different area. e.g. x=if(equal(k,k1),if(above(ix,0),iy*.5+.5,...))

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Old 15th May 2003, 11:26   #88
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Quote:
Originally posted by siddhartha_one
we can do a picture like the ones used for whacko.
Ok, cool.

"It's like saying give a man a Les Paul guitar and he becomes Eric Clapton, and of course that's not true, give a man an amplifier and a synthesizer and he doesn't become...whoever; he doesn't become us." - Roger Waters
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Old 15th May 2003, 13:00   #89
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wow.. fuck me! that code is insane ucd.. why have you never used that before? pity about the ugly edges and all, but the other method kicks arse because you dont have to worry about using a wrappable texture.

you could have a skybox, and ground and other weird stufff!

whoop whoop.. im gonna go play with this!
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Old 22nd May 2003, 11:11   #90
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i just completed remixing source II camera movements.
now the camera zooms near the fountain and does some crazy things.

thinking of how am i going to call it a real remix. for that i need to modify the fountain a bit.
any suggestions?

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Old 22nd May 2003, 12:33   #91
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i added stuff in it.
here goes:
very cool IMO
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Old 22nd May 2003, 15:31   #92
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I would brighten the splat scope so the ripples are more noticable:
red=cr*dt*4;green=cg*dt*4;blue=cb*dt*4;

Some minor speed up tips:
- Use powers of two for convolution, especially the divisor. Try this:
[1][2][1]
[2][4][2] / 8
[1][2][1]
Note how the divider is half of what it should be, so it automatically brightens in one step too.
- Use smaller n for the fountains (logical )
- Turn off bilinear for the 3D DM
- DM:
* Remove statement "iy=-oy+dy2*k;" not used
* Instead of "ix=ix*2;iz=iz*2;x=ix;y=iz;" just put "x=ix*2;y=iz*2;"


I really like the multiple fountains... has a sort of ballet-feel to it. Would be cool if you could program some more patterns into it, I wasn't satisfied with that either . Here's how they are coded:

md is the current 'mode' of spraying. It is changed onbeat, and is a number from 0..3. The current patterns are:
- Regular ******d fountain
- ******d fountain with rotational particles
- Bursting fountain
- Unrealistic 'dancing' path

Per particle the following parameters are calculated off v1,v2,v3, these are the 3 random values that are different for every point.

yv is the vertical position of the particles. If the mode is 1, then the particles are bursted in one spray, otherwise they spray constantly. This is done through "v1*(1.2-equal(md,1))" (the spread of values is either v1*1.2 or v1*0.2).
However yv is not really the vertical position, it is calculated as "yv*(1-yv)" later in 'py' to get a parabolic falling path. But you don't have to worry about that.

th is the direction of spraying on the circle (theta), so it is an angle between 0 and 2*pi.

hf is the ******d motion of the particle. the higher hf, the further from the center it will land

I suggest you first play with the fountain, and then update the 'splat' scope. The splat scope is a 2D scope that draws the particles only if they are very close to the floor (thus creating a one-time water ripple at the right time).

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Old 23rd May 2003, 03:11   #93
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Ahh...This really helped. Originally I had planned to make the fountain spray different patterns at the same time. So that each pattern sprays different patterns. But then the 2d 'splat' scope woudnt match with the fountain, so I kept it as it is.
I will see what I can do. But I really liked the camera movements

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Old 23rd May 2003, 10:05   #94
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Highly optimized preset (I didnt understand the convo fix)
I changed one of the shower style (which I didnt like)
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Old 23rd May 2003, 13:31   #95
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Very nice remix... nice work on the camera movement/angles!
if I were you i would make the camera move dramtically when the fountain mode changes so that it isnt as noticable.
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Old 24th May 2003, 08:25   #96
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That would be quite cool actually. Great idea! And it is not that hard to make. Thanks

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Old 24th May 2003, 12:20   #97
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well.. while were on the topic.. heres one i did a while back.
havnt changed much of the original code, just added other shite in.
reflection, horizon, different colours.

feel free to addapt any ideas, because i really doubt that im gonna touch this thing ever again.

dont complain about this being unfinished and slow either.. because i know.
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Old 25th May 2003, 09:03   #98
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I dont know what the problem is, but the preset runs very slow

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Old 25th May 2003, 09:28   #99
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yeah... i havnt actually looked at that preset for a while, but i think i just threw in the effects i needed without even thinking about optimising it.

If you take out the horizon/sky, it should be uberfast again.

<edit> I had another look, and everything in the first effect list really needs to be cleaned up, ie the superscope has n=200, and it only needs around 20. Take out the color reduction too. Fuckit, you play around with it.. i couldnt be bothered.

<edit2> congrats on your major dude-ism btw.
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Old 26th May 2003, 08:53   #100
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Thanks!

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Old 26th May 2003, 21:03   #101
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Too Bad

I know we have agreed to take screenshots of the remixes, but I made this little picture before you told me. I thought I'd post it here just for kicks.
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Old 30th May 2003, 12:20   #102
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another quite heavy remix by me
looks like very few people are interested in making this pack. atleast those who have the tech know-how should come forward
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Old 30th May 2003, 13:49   #103
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very nice.. need ALOT of work though..
1. its not very reactive at the moment, and is quite slow.
2. the texered lines do not move at the same speed as the 3d dm.
3. Also, texered lines can be very dangerous to begin with, since they appear completely different on different resolutions with/without pixel doubeling.
4. the stencil shapes arnt exactly adding to much to the preset, you could put something better in instead. Plus, they should fade with z coloring.
5. Try to make the ship stand out more, maybe use a different blend mode other than additive.

the texture youve used is spectacular, and the stars are a nice touch. i miss the electicity from the original version.
keep it up.

il try to get round to finishing off some remixes as well.
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Old 1st June 2003, 06:18   #104
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Quote:
Originally posted by shreyas_potnis
looks like very few people are interested in making this pack. atleast those who have the tech know-how should come forward
actually i did'nt came forward for this pack was cause all of ucd's stuff goes over my head:P


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Old 1st June 2003, 15:10   #105
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it doesnt matter.. there is no date. this just = a bank for presets to build up in untill we have enough for a pack.
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Old 1st June 2003, 17:10   #106
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No i mean one has to decode a preset before remixing it(that's what i cant do ), otherwise any silly n00b can add any thing and say its a remix.


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Old 1st June 2003, 17:49   #107
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I'm working on quite a few remixes, randomised different types of tunnel for zero g maze 3 right now. Proving to be a right royal pain in the ass. Don't worry if no-one replies for a while. It doesn't mean no ones working on it.

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Old 3rd June 2003, 06:59   #108
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I'll try to make a few.


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Old 4th June 2003, 04:11   #109
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and ill get to work when the semester finishes.. hopefully then ill have time to finish my pack, get some presets up here, and a couple for the dev tribuet pack.
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Old 17th June 2003, 13:36   #110
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Here's something i managed to do I did'nt change anything much just played around with the Dm, it looks kinda like zero-g maze, but its has a dreamy feeling in it.
I added a title to it, remove the last fx list if you dont want it.
but looks nice with it.


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Old 17th June 2003, 14:51   #111
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Sweet!

"It's like saying give a man a Les Paul guitar and he becomes Eric Clapton, and of course that's not true, give a man an amplifier and a synthesizer and he doesn't become...whoever; he doesn't become us." - Roger Waters
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Old 18th June 2003, 09:06   #112
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Here's a updated version, it got black in between so i fixed that:


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Old 20th July 2003, 15:27   #113
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i am not available now, but can someone complile all the good stuff?

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Old 21st July 2003, 09:18   #114
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I doubt it


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Old 27th July 2003, 01:05   #115
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I'm just an amateur but i'll have a go at editing them just with the colours and other stuff like that.
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Old 27th July 2003, 01:12   #116
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on second thoughts i'll steer cleer of them and i'll just enjoy the veiwing
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Old 27th July 2003, 01:20   #117
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steer clear
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Old 27th July 2003, 04:04   #118
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A'ight. Please use the edit button next time you want to add to your previous posts or fix any typos. It's that button up under your post that looks something like this:. Yup. Just click on those buttons and you can fix things so that people don't get mad and make angry curses at you for posting 3 times in a row.
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Old 12th August 2003, 19:07   #119
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Ok unsticking this too. (not a big sticky fan) If there is enough interest then the thread will rise to the top.

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Old 13th August 2003, 08:37   #120
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'HoooRAH
for rova-STAR'

EVERYBODY NOW!
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