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#1 |
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not fucked, not quite.
(Forum King) |
Why Does Avs Keep Changing!?!?!??!!?
YUS@@
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#2 |
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Bin King
Join Date: Mar 2001
Location: Finland
Posts: 2,179
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lol
![]() Not bad, but the scope movement is slow and the vibration is too small to notice properly. |
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#3 |
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Forum King
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looks scarily like the beginning to platonic liquid (tff1.0)...
"guilt is the cause of more disauders than history's most obscene marorders" --E. E. Cummings |
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#4 |
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Major Dude
Join Date: Jan 2003
Location: Mumbai, India
Posts: 787
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but can you explain a bit more about the question
http://home.iitb.ac*****~shreyaspotnis |
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#5 |
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Major Dude
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quite cool but could be a bit more dynamic.Oh and when i saw the topic i pressed the button with anger and was sure i would post a big reply that you should have searched and forums and it aint nice and blah.You understood that milkdrop is uglier than avs ? *GRIN*
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#6 |
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not fucked, not quite.
(Forum King) |
Don't knock teh milkdrop!
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#7 |
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Forum King
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/me knocks milkdrop
Milkdrop is alright, but AVS has a better feel/control to it IMO. |
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#8 |
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not fucked, not quite.
(Forum King) |
YUS@@@
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#9 |
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Major Dude
Join Date: Feb 2002
Location: home
Posts: 1,318
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Mmm. I liked the first version better. Pretty nice and simpe AVS. Still not true 3D though. :P
Stoke me a clipper. I'll be back for Christmas. - Arnold Rimmer Red Dwarf |
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#10 |
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not fucked, not quite.
(Forum King) |
I don't think I'll ever make anything 3D, My math skills are somewhat limited.
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#11 |
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Major Dude
Join Date: Feb 2002
Location: Leipzig / Germany
Posts: 859
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You're an idiot anyway
![]() making 3d is not too hard as it's quite simple to do with x,y,z coordinates but thy have to be´mapped back to 2d, thats what makes it a bit difficult. Furthermore it's not that easy to make a really interesting looking 3d preset. I get sick on seeing simple rotating cubes, this has been done way too often. Let's face it we can't all be little UnConed's
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#12 |
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Forum King
Join Date: Aug 2002
Location: The Netherlands
Posts: 4,121
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If you want to understand 3d/2d changing: Try to d/l Elvis' old Superscopes pack (no. 6 or so). It has an example of it totally explained. Rip that apart and try to understand it - it helps a LOT, at least it did for me. Write every part down and try to follow all variables. It's a lot of work, but well worth it.
Jesus loves you [yes, you] so much, he even died for you so that you will not need to die, but live forever |
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#13 |
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Major Dude
Join Date: Feb 2003
Location: Somewhere in Canada
Posts: 776
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If you want to understand 3D avs then read Atero's AVS Primer.
Darn, I can't think of anything to put here. |
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#14 |
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not fucked, not quite.
(Forum King) |
I didn't say I wanted to. But I haven't read AVS Primer since the first one came out, so maybe I will.
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#15 |
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Forum King
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His second one hasn't come out yet.
Atero, when will that be done? |
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#16 | |
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Major Dude
Join Date: May 2001
Location: somewhere else
Posts: 1,286
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Quote:
powered by C₈H₁₀N₄O₂ |
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#17 | |
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Forum King
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Quote:
If you can't be arsed to search here is how to do it: code: x1, y1, z1 set at the top are used just like x and y. dst and scale have to be replaced by constants and these represent the distance into the screen that the origin is and a scaling factor on the z-axis to control how much perspective there is. Usually I use dst=2 and scale = 0.5 to give z1=1/(2+z1*0.5);. rx, ry, rz are the rotations around the three axes, when these are all zero the z axis points through the screen and x and y are their usual selves. You don't need to understand this code to use it, just write expressions for rx, ry, rz, x1, y1 and z1 as you would write for x, y, d, r or anything else. The crx,srx... variables are simply used to optimise the code. If you really want to make the code neater (but slower) you can replace crx with cos(rx).. etc in the per point box. |
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