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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Wed Apr 08, 2009 4:47 pm Post subject: Moving water - attribute can be applied to ANY texture? |
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This is odd - when working on my cabins map, my textures are mixed up. What I had assigned to water is non-existent (its a pure black texture) and the moving water attribute has been applied to the pavement!
Here are 2 screenshots (showing the water movement)
Every few seconds, the pavement goes from blurred to sharp. Apparently, this is how the moving water illusion is achieved.
Question is - does this mean this could be done to ANY texture? And how so? |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Wed Apr 08, 2009 7:13 pm Post subject: |
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it's be interesting to see a video of that to get an accurate idea of what's happening there... |
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Wreck Administrator


Joined: 14 Dec 2005 Posts: 7250 Location: Ontario, Canada  |
Posted: Thu Apr 09, 2009 12:19 am Post subject: |
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Hmm, I suppose you could get that effect to work with any texture. Afterall, the water is only one image. It doesn't "fade" or switch to anything else. You'd just need to set it up properly, I'm guessing. I'd have to check into this and see if I can make any sense out of it. _________________
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bmw Hacker


Joined: 04 Jan 2006 Posts: 1367 Location: Michigan  |
Posted: Thu Apr 09, 2009 6:04 am Post subject: |
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What exactly is it that controls the sound that is made when a bullet collides with a particular texture? If this is an attribute specific to each texture, could the "water" effect simply be another attribute? (I hope that makes sense).
If this could be applied to any texture, it could be used to make that one water image move that currently doesn't move (you said one of the three doesn't move) and it would also allow for custom made water textures (perhaps choppier or smoother water movement could be achieved by simply modifying the texture itself).
The effect could best be described as a blurring effect - basically all it does is take the image from sharp to blurry and back to sharp every few seconds. Might even be the same mechanism used to make the bookcase blurred once you're standing a certain distance from it. |
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zoinkity 007


Joined: 24 Nov 2005 Posts: 1729
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Posted: Sat Apr 18, 2009 6:37 am Post subject: |
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The bookcase is composed of two bookcases, and the models are swapped at different distances from the viewport.
Blur isn't actually how sky and water work. They are solid planes, each at a different elevation. They move in a defined direction at a speed indicated in the sky/fog thingy. This is more noticable if you use the offset value to use a different image in place of the standard one, such as the copy feature. You can set the speed, repeat value, background and forground colors for both sky and water independantly.
What you may be experiencing would be a blur feature triggered by the microcode used to display the floor. At different distances different images are treated differently. You can also do some crazy tricks, like make something fade away to nothingness when you get closer to it. Luster is applied in a similiar fashion.
Certain images do trigger special effects though. For instance, lights and glass found in the background file are created by scanning for certain textures. You can painfully change these, but I'd much rather put a few more in. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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