OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Resources Beta Testing & Submission => Topic started by: Mr.Peanut on 13 Jun 2006, 02:47:38
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After seeing Mandoble's madness using drops to write text and draw, I was inspired and created some 3D drawing scripts, rotation functions and this demo. Just start it up and watch the magic.
If I get a few positive comments I will finish it and write some docs.
::)
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Excelent. Mine was madness, yours is delirium tremens ;D
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Whoa! :o
I must say, very nice work. How the hell did you do that?
I wouldn't mind seeing some documentation for it.
-Pilot
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Dude, I fell off my chair. This kicks major *ss. F-A-N-T-A-S-T-I-C !
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Neon city :).
nice work there Peanut. you a mathematical genius ?
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Wow. If only I could...
Brilliant m8.
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WOW man, thats freeking sweet.
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amazing use of particles, well done 8)
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okay folks, enough of the back-slapping. either ask questions concerning the scripts or reserve your congratulations for IMs.
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If I get a few positive comments I will finish it and write some docs.
Was giving him positive comments, but ok.
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Edit:retracted
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@Mr Peanut
I don't see a smiley with that comment Mr Peanut, so either you simply forgot to include one, to make sure everyone knew you were joking, or, you mean what you said, in which case it is out of order.
And in either case it is off-topic.
Planck
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There seems to be a set speed at which OFP can draw drops in a script. In the spinning square hoop example you can see it as a slight displacement between lines in an upper corner, caused by the difference in time between drawing the first dot and the last dot. I made a function instead of a script, and it draws the object immediately, but causes a brief game freeze as it hogs resources when drawing large figures. In the spinning square example, when drawn by the function version, the displacement is gone but is replaced by an unslightly flicker. That is, the square draws instantaneously, but the time interval between successive squares becomes more choppy. Interesting.
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excelent,
i must know though,
Was it hard to do, and did it take you a long time to make it?
and
Could you possibly add ambiant light to those shapes?
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The actual coding was very easy, and I simply translated the rotation routines from another language. Playing around with the routines to make interesting effects took longer. The only way to add ambient light is to use a glow type object. A glow type object can not be resized, and makes an annoying fire burning sound. Also, you can only have 32 or fewer light sources at a time depending on your game preferences. For a cut-scene you could simulate ambient light by placing a glow type object such that it casts light in the appropriate direction, but is not visible. Not worth the effort.
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hey, do you think you could make a script that shoots many particles past the player at high speed to make him think he is being shot at?' or teach me how to do it?
any chance you could make a tool or tutorial that shows a MM to make these spectacular effects in his own missions.
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penguinman, check your messages.
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hehe nice, thank you so much mandoble,
but peanut, i still would like to see a TUT from you on how to make those. THat is knowlege every mission maker needs. i could use effects like that for so many aspects of mission making.
please make a TUT
thanks