StudioMusic
15th November 2001, 04:02
In the process of trying to make a bouncing ball that I could never get the way I wanted I made this instead. I borrow a little something form someone and tweaked it a bit, think it was Krash. SM
==========================
Harmonic Irradiateing Ball
==========================
[preset00]
fRating=3.000000
fGammaAdj=1.700000
fDecay=0.936000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=1
nWaveMode=0
bAdditiveWaves=1
bWaveDots=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=1
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=0.010000
fWaveSmoothing=0.750000
fWaveParam=-0.740000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=15.130947
fWarpScale=0.232673
fZoomExponent=6.900000
fShader=0.000000
zoom=3.700000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=0.800000
sy=3.000000
wave_r=0.020000
wave_g=0.030000
wave_b=0.120000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=0.200000
ob_g=0.200000
ob_b=0.500000
ob_a=0.000000
ib_size=0.010000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
per_frame_1=warp = 0;
per_frame_2=dx = dx - .011;
per_frame_3=dy = dy - .011;
per_frame_4=q1 = treb_att*.02;
per_frame_5=q2 = mid_att*.02;
per_frame_6=dx = dx + q1*cos(time*52);
per_frame_7=dy = dy + q2*sin(time*33);
per_frame_8=wave_x = wave_x + (q1*.7)*cos(time*23);
per_frame_9=wave_y = wave_y + (q2*.7)*sin(time*32);
per_frame_10=wave_r = wave_r + 0.35*(0.6*sin(0.784*time) + 0.4*sin(0.886*time))*state;
per_frame_11=wave_g = wave_g + 0.35*(0.6*sin(0.671*time) + 0.4*sin(1.164*time))*(4-state);
per_frame_12=wave_b = wave_b + 0.35*(0.6*sin(1.523*time) + 0.4*sin(0.787*time))*(4/state);
per_pixel_1=zoom = zoom + bass_att*.09-.02;
per_pixel_2=dx = dx + rad*sin(ang*20)*.05;
per_pixel_3=warp = rad;
==========================
Harmonic Irradiateing Ball
==========================
[preset00]
fRating=3.000000
fGammaAdj=1.700000
fDecay=0.936000
fVideoEchoZoom=2.000000
fVideoEchoAlpha=0.000000
nVideoEchoOrientation=1
nWaveMode=0
bAdditiveWaves=1
bWaveDots=0
bModWaveAlphaByVolume=1
bMaximizeWaveColor=1
bTexWrap=0
bDarkenCenter=0
bMotionVectorsOn=0
bRedBlueStereo=0
nMotionVectorsX=12
nMotionVectorsY=9
bBrighten=1
bDarken=0
bSolarize=0
bInvert=0
fWaveAlpha=0.800000
fWaveScale=0.010000
fWaveSmoothing=0.750000
fWaveParam=-0.740000
fModWaveAlphaStart=0.750000
fModWaveAlphaEnd=0.950000
fWarpAnimSpeed=15.130947
fWarpScale=0.232673
fZoomExponent=6.900000
fShader=0.000000
zoom=3.700000
rot=0.000000
cx=0.500000
cy=0.500000
dx=0.000000
dy=0.000000
warp=1.000000
sx=0.800000
sy=3.000000
wave_r=0.020000
wave_g=0.030000
wave_b=0.120000
wave_x=0.500000
wave_y=0.500000
ob_size=0.010000
ob_r=0.200000
ob_g=0.200000
ob_b=0.500000
ob_a=0.000000
ib_size=0.010000
ib_r=0.250000
ib_g=0.250000
ib_b=0.250000
ib_a=0.000000
per_frame_1=warp = 0;
per_frame_2=dx = dx - .011;
per_frame_3=dy = dy - .011;
per_frame_4=q1 = treb_att*.02;
per_frame_5=q2 = mid_att*.02;
per_frame_6=dx = dx + q1*cos(time*52);
per_frame_7=dy = dy + q2*sin(time*33);
per_frame_8=wave_x = wave_x + (q1*.7)*cos(time*23);
per_frame_9=wave_y = wave_y + (q2*.7)*sin(time*32);
per_frame_10=wave_r = wave_r + 0.35*(0.6*sin(0.784*time) + 0.4*sin(0.886*time))*state;
per_frame_11=wave_g = wave_g + 0.35*(0.6*sin(0.671*time) + 0.4*sin(1.164*time))*(4-state);
per_frame_12=wave_b = wave_b + 0.35*(0.6*sin(1.523*time) + 0.4*sin(0.787*time))*(4/state);
per_pixel_1=zoom = zoom + bass_att*.09-.02;
per_pixel_2=dx = dx + rad*sin(ang*20)*.05;
per_pixel_3=warp = rad;