- AVS Presets
- My first 3d DM
Archive: My first 3d DM
Phaze1987
19th February 2003 21:23 UTC
My first 3d DM
This is a remix of a preset i released yesterday...Changed a few things and have made a dynamic movement 3D ! Or almost...Kinda fake if you look at the code but its nice :) Any remixes,tips,comments,new condoms,porn tapes,money,drugs are welcomed :)
anubis2003
19th February 2003 21:41 UTC
Learn how to do alpha blending to fix the background. You can search the forums first to figure it out and if you still have questions just PM me.
Raz
19th February 2003 22:51 UTC
ok first off you need to learn how to put it all into one DM, the concept is there but its very hard to modify it with 3d camera rotation and alpha blending if its in 3 different DM's Like anubis said you need to learn alpha blending. Its all been explained before. I can see improvements and development, not bad...
Ive attatched my 2 planes preset (code much improved and optimised since the last time i posted it), dont mind the shit background ive not made one suitable yet. Take a look at it, it'l look daunting at first but once you look closer its not that bad.
Jaheckelsafar
20th February 2003 04:49 UTC
Yheah, that's pretty much it. Make it one DM and blend out the far bits. My planes DM is in the call for help thread in the main forum if it'll help.
Phaze1987
20th February 2003 09:26 UTC
I`ll learn dont worry ;) But cant i use a ssc to create a foggy effect ? Or mask the background ? I`ve seen it done in tunnel presets and maybe it will work here too :)
Tuggummi
20th February 2003 11:25 UTC
In the first dm use only 1x1 grid size, look just as the same, because your using wrap and works faster.
In the second dm use 1x33, because you're not really using any x coordinates, again some speed up.
And use 1x1 in the final dm too, no difference whatsoever.
And for the fog add a buffer save 2 & a render clear screen above the second dynamove and use buffer 2 as a source for that dynamove. Then just add the code: alpha=sqr(y) into the pixel section of the dynamove. You can use multiply to make the fog sharper example: alpha=sqr(y)*10
Oh hell, might as well attach the file into this too :)
Jaak
20th February 2003 18:50 UTC
i got one question too, how can i make 3d dm move constantly to one direction...
...you can add this movement thing to my dm :down: there
Phaze1987
20th February 2003 21:15 UTC
Thanks tuggummi :) Sorry for the wrong-preset-name-written-on-another-thread. Im quite happy...I did alot of alpha blending today and came up with smth for the preset(no fog,instead it was the x plane shrinked) and also learned some stuff hehe :) I dont understand your question jack.Maybe if someone who understood and provides you the dm i`ll understand and try to help...
Phaze1987
20th February 2003 23:19 UTC
Oh and i forgot sorry!Anubis the client(the 600kb one) doesnt work...I use winxp and i tried to run it in compatibility mode with win98,but same error.The other one i cant download...it stops at60% and exits. :(
anubis2003
21st February 2003 00:36 UTC
What are you talking about phaze?
Jaheckelsafar
21st February 2003 12:06 UTC
Originally posted by Jack the king
i got one question too, how can i make 3d dm move constantly to one direction...
You just incement one move value, not the others.
Jaak
21st February 2003 12:18 UTC
:eek:
i feel stupid, can u add the fix to my dm?
Jaheckelsafar
22nd February 2003 07:43 UTC
Like this?
This isn't the ideal way to do it becase you're moving afer all the translation and distortion. I prefer to do it all before.
Jaak
22nd February 2003 11:29 UTC
deam, that was too simple....
thanks
Phaze1987
26th February 2003 20:18 UTC
Anubis : i was talking about the signature client :) Solved the problem...Winxp sucks!
Warrior of the Light
1st March 2003 18:02 UTC
I've got a question too:
When using the z=y*6-5; x=x/z; y=y/z mov, the will ceiling move towards you when the floor moves away from you.
That is, when you use the right stuff underneath it. Is there an easy way to fix that? Like, say, both the sky and the road move in the correct direction?
Jaheckelsafar
1st March 2003 22:15 UTC
Yup.
x=x2/z2+sign(z2)*mx;
y=y3/z2+sign(z2)*my;
Warrior of the Light
3rd March 2003 20:43 UTC
THX