Hmm...for a disco ball, you'd want a globular wireframe sphere (instead of a normal spiral sphere, and I would NOT recommend the 3D ape), with the faces opaque and shaded. I don't know how UnConeD did the opaqueness in "Groovy Saturn," but I think it could be reprodced in a spiral. All you would have to do is find the size of a pixel in rect. coor. (1/w by 1/h), and find a way to twist the spiral so that it becomes opaque, no matter what screen size. The shading on that spiral might be hard, though. You would have to be able to find the angles of the faces in the sphere, then the angle of reflection from an imaginary light source. Then you could do your shading.
I don't think you'd have to do a DM for the disco lights (on the wall), you could probably use a fpg instead. Those actually are kind of hard (except for rotating starfields), but an fpg for simple disco lights (which goes one direction) could easily be figured out if you work at it. You would only need to generate positions for the X-coordinate, and then when that point reaches the side of the window, wrap it around and generate a random Y-coordinate. The speed of the particle's movement would be relative to the abs(x), i.e., the farther to the side the particle is, the faster it moves. If you wanted side walls, though, you could still generate those in the fpg. Just find where you want the walls to be, and when the particle hits the wall, move the Y-coordinate (again according to abs(y)). For source lights, those can easily be created by an opaque superscope like the spiral mentioned before, except this would be about 60 degrees. Then just shade the pixels according to how far away they are from the center. Or if you're too lazy, or you want it to look more realistic, you could just add a picture of disco lights. Of course, the lights on the wall would have to match the color of the lights on the cieling, as well as fade out as they went out of the range of the mirror ball's reflection. Now, for a disco floor, you might want a seperate effect list and a DM for that. That would be fairly easy, just render a couple of superscopes for the lighting, and then a movement to stretch them to the squares. Then use a DM to stretch and wrap those tiles. To do that, try this:
No infinity distortion, but the fog is a good thing to have because even without the distortion it's ugly. Anyway, you can't really make just one plane very easily, and you definitely can't do it without pixel repetition lines. So if you added yet another opaque black superscope where the walls are supposed to be, then put the effect list on "additive blend," that would simulate a disco floor.
Give ME credit for figuring it out
If you need any more tips for AVS, feel free to e-mail me at email@example.com
- unless it's for 3D projections, or fpgs, which I'm still trying to work out myself. Otherwise, talk to UnConeD, he'll at least give you some starting pointers.
UnConeD, the search on the plugins section doesn't work (like, at all), so maybe you could post the URL to Whacko 3 here?