:::::::: Demo/PLM-3D/BootScript.txt ::::::::
krunbootscript | 0 | 1
krunbootscript krunbootpart | 500 | 0 | 1 krunred | 0 | 0.4 | 1 | 0.6 | | 0 | 0 | 1 | 1 | krunblack | 0.01 | 0.41 | 0.99 | 0.59 | | 0.01 | 0.41 | .99 | 0.59 | krunprogbar | 0.02 | 0.42 | 0.98 | 0.58 | | 0 | 0 | 1 | 1 | krunimagelabel | krundata/loading.iff krunfrom0to100 | 0,0.02 | 500,0.98 krunbootpart SetPalette krunimagelabel FillRC krunred CTE | 4 FillRC krunblack CTE | 0 SetRect krunprogbar 2CTE | 0.02 | 0.42 AFT | krunfrom0to100 | 0 | 0 CTE | 0.58 4CTE | 0 | 0 | 1 | 1 FillRC krunprogbar CTE | 5 Sprite krunblack krunimagelabel 4CTE | 0 | 0 | 1 | 1 :::::::: Demo/PLM-3D/krundata/s_boot1.txt ::::::::
krunbootscript | 0 | 1
krunbootscript krunbootpart | 500 | 0 | 1 krunred | 0 | 0.4 | 1 | 0.6 | | 0 | 0 | 1 | 1 | krunblack | 0.01 | 0.41 | 0.99 | 0.59 | | 0.01 | 0.41 | .99 | 0.59 | krunprogbar | 0.02 | 0.42 | 0.98 | 0.58 | | 0 | 0 | 1 | 1 | krunimagelabel | krundata/loading.iff krunfrom0to100 | 0,0.02 | 500,0.98 krunbootpart SetPalette krunimagelabel FillRC krunred CTE | 4 FillRC krunblack CTE | 0 SetRect krunprogbar 2CTE | 0.02 | 0.42 AFT | krunfrom0to100 | 0 | 0 CTE | 0.58 4CTE | 0 | 0 | 1 | 1 FillRC krunprogbar CTE | 5 Sprite krunblack krunimagelabel 4CTE | 0 | 0 | 1 | 1 :::::::: Demo/PLM-3D/Script.txt ::::::::
kscript_main | 0 | 1
< INCLUDE> data/Splash/Splash.k We include debug tools < INCLUDE> data/debug/debug.k red_dot.k blue_dot.k rect_foreground | 0 | 0 | 1 | 1 | | 0 | 0 | 1 | 1 | kscript_main kpart_init | 100 | 0 | 1 kpart_3DTest | 8300 | 0 | 1 kpart_init SetPalette image_3DTest_palette FillRC CTE | 0 kpart_3DTest We need colors in this part ! image_3DTest_palette | Palette3D.iff As we will use transparency, we need a astonishing colortable, with 50% transparency, and fade to black ct_3DTest_0 | ColorTable3D.iff | 0 | 0 | 0 | 0 And, just for the sake of it, and to enflate the loading time... (Also, 1 is the only type that works) ct_3DTest_1 | ColorTable3D.iff | 1 | 255 | 255 | 255 We will use a basic color per eye, so let's start with left eye : < T3DFLAT> t3df_left | 159 | ct_3DTest_1 < T3DFLAT> t3df_right | 223 | ct_3DTest_1 image_3DTest_lightmap_left | lightmapred64.iff image_3DTest_lightmap_right | lightmapblue64.iff t3df_left | image_3DTest_lightmap_left | ct_3DTest_1 t3df_right | image_3DTest_lightmap_right | ct_3DTest_1 This is a 3D part in 3D, we need one world per eye world_3DTest_left world_3DTest_right And another world (he, see what I did here ?) for the world_3DTest_invisible We should have at least one camera for this scene ! kcam_3DTest | 0 | 0 | 0 | 0 | 0 | 0 | 1 And we need one rectangle per eye ! rect_left | 0 | 0 | 1 | 1 | rect_foreground | -0.005 | -0.001 | 0.995 | 0.999 | rect_right | 0 | 0 | 1 | 1 | rect_foreground | 0.005 | 0.001 | 1.005 | 1.001 | cube_3Dtest0_left | world_3DTest_left | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | | | | | | cube_3Dtest0_right | world_3DTest_right | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | | | | | | Introducing Leonardo Di Caprio as Cude De Gauche ! cube_3Dtest_left | cube_3DTest0_left | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | t3df_left | t3df_left | t3df_left | t3df_left | t3df_left | t3df_left And Kate Blanchet as Cube De Droite cube_3Dtest_right | cube_3DTest0_right | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | t3df_right | t3df_right | t3df_right | t3df_right | t3df_right | t3df_right object_3DTest_left | cube_3DTest0_left | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | BeveledAlllow.lwo | 1 | t3df_left object_3DTest_right | cube_3DTest0_right | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | BeveledAlllow.lwo | 1 | t3df_right object_3DTest2_left | object_3DTest_left | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | BeveledAll.lwo | 1 | t3df_left object_3DTest2_right | object_3DTest_right | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | BeveledAll.lwo | 1 | t3df_right object_beveledLow | world_3DTest_invisible | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | BeveledAllLow.lwo | 1 | t3df_left object_beveledAll | world_3DTest_invisible | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | BeveledAll.lwo | 1 | t3df_left So, let's simulate gravity, he is my friend gravity_vert | 0,0 | 50,-4 | 100,-2.5 | 150,-4 | 200,-3 | 250,-4 gravity_horz | 0,0 | 50,0.8 | 100,1.6 | 150,2.4 | 200,3.2 | 250,4 THE PART BEGINS !! A little color please... SetPalette image_3DTest_Palette We empty the whole screen... FillRC rect_foreground CTE | 0 We put something in the background ! How silly will that sound ? PlayScript BackgroundTexturing AFF | 0 | 1 We place the camera... SetCamTarget kcam_3DTest 3CTE | 0 | 0 | 15 Pos < PA> 2CTE | 0 | 0 Pos < PA> AFF | 0 | 0.1 Pos 3CTE | 0 | 0 | 0 lookat CTE | 1 01 Flip CTE | 1 FOV InteractScript Interactive AFF | 0 | 1 CTE | 0 We move the objects (Kate, please ondulate your body !) PlayPart Set3DObjects_left AFF | 0 | 1 PlayPart Set3DObjects_right AFF | 0 | 1 We put some fancy texts, they are so fancy ! Pixels are 2/320 wide, and 2/240 tall, they're HEAVY ! title_left | credits_title_red_32x11.iff title_right | credits_title_blue_32x11.iff us_left | credits_us_red_20x41.iff us_right | credits_us_blue_20x41.iff them_left | credits_them_red_47x47.iff them_right | credits_them_blue_47x47.iff place_left | credits_place_red_56x5.iff place_right | credits_place_blue_56x5.iff star_left | belett_red.iff star_right | belett_blue.iff image_3DTest_star_left_inv | 256 | 256 | 0 image_3DTest_star_right_inv | 256 | 256 | 0 rect_3DTest_star_left_inv | image_3DTest_star_left_inv rect_3DTest_star_right_inv | image_3DTest_star_right_inv image_3DTest_star_left | 256 | 256 | 0 image_3DTest_star_right | 256 | 256 | 0 rect_3DTest_star_left | image_3DTest_star_left rect_3DTest_star_right | image_3DTest_star_right BackgroundTexturing kpart_BT_Nothing | 500 | 0 | 1 kpart_BT_Appearing | 12 | 0 | 4 kpart_BT_Appearing | 25 | 50 | -2 kpart_BT_Appearing | 50 | 0 | 1 kpart_BT_Sin | 50 | 0 | 1 kpart_BT_Scroll | 500 | 0 | 1 kpart_BT_SinScroll | 500 | 0 | 1 kpart_BT_Twirl | 500 | 0 | 1 kpart_BT_SinScroll | 500 | 500 | 1 kpart_BT_Twirl | 500 | 500 | 1 kpart_BT_SinScroll_morph | 500 | 1500 | 1 kpart_BT_Twirl_morph | 9000 | 1500 | 1 kpart_BT_Appearing | 9999 | 500 | 0 We are going to have some sort of background, for the characters to standout ! We will put a animated texture, but don't tell anyone, it's will be still in the beginning, then it will move ! How amazing ! ai_3DTest_morphingtexture | ImageStyles64.iff | 256 | 256 | 12 | abcdefghijkl txt_3DTest_morphing | bbbbbbbbbbcdefghijkllllllllll txt_3DTest_not | b image_3DTest_morphingtexture | 256 | 256 | 0 rect_3DTest_morphingtexture | image_3DTest_morphingtexture rect_square | 0.125 | 0.05 | 0.875 | 0.95 | rect_foreground | 0.125 | 0 | 0.875 | 1 | kpart_BT_Nothing Well... nothing... kpart_BT_Appearing SpriteLight rect_square imanimtext | ai_3DTest_morphingtexture | txt_3DTest_not | 20000 | 0 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 AFCLIP | 0 | 0.02 | 0 | 49 kpart_BT_Sin SpriteLight rect_square imanimtext | ai_3DTest_morphingtexture | txt_3DTest_not | 20000 | 0 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 SIN | 0.4 | 117 | 0.3 kpart_BT_Scroll FillRC rect_3DTest_morphingtexture CTE | 0 SpriteLight rect_3DTest_morphingtexture imanimtext | ai_3DTest_morphingtexture | txt_3DTest_not | 20000 | 0 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 SIN | 0.2 | 457 | 0.1 Twirl rect_square image_3DTest_morphingtexture AFCLIP | 0 | 0.001 | 1000 | 9999 AFF | 0 | 0.002 3CTE | 0 | 0 | 0 Rotation 3CTE | 0 | 0 | 0 Zoom CTE | 0 mapping type kpart_BT_SinScroll FillRC rect_3DTest_morphingtexture CTE | 0 SpriteLight rect_3DTest_morphingtexture imanimtext | ai_3DTest_morphingtexture | txt_3DTest_not | 20000 | 0 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 SIN | 0.3 | 457 | 0.05 Twirl rect_square image_3DTest_morphingtexture COS | 0 | 0.3 | 0.3 SIN | 0 | 0.1 | 0.4 3CTE | 0 | 0 | 0 Rotation 3CTE | 0 | 0 | 0 Zoom CTE | 0 mapping type kpart_BT_Twirl FillRC rect_3DTest_morphingtexture CTE | 0 SpriteLight rect_3DTest_morphingtexture imanimtext | ai_3DTest_morphingtexture | txt_3DTest_not | 20000 | 0 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 SIN | 0.35 | 457 | 0.02 Twirl rect_square image_3DTest_morphingtexture COS | 0 | 0.3 | 0.3 SIN | 0 | 0.1 | 0.4 SIN | 0 | 0.1 | 1 Rotation 2CTE | 0 | 0 CTE | 0 Zoom SIN | 0 | 0.6 | 0.5 COS | 0 | 0.2 | 32 CTE | 0 mapping type kpart_BT_SinScroll_morph FillRC rect_3DTest_morphingtexture CTE | 0 SpriteLight rect_3DTest_morphingtexture imanimtext | ai_3DTest_morphingtexture | txt_3DTest_morphing | 5 | 2 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 SIN | 0.5 | 457 | 0.3 Twirl rect_square image_3DTest_morphingtexture COS | 0 | 0.3 | 0.3 SIN | 0 | 0.1 | 0.4 3CTE | 0 | 0 | 0 Rotation 3CTE | 0 | 0 | 0 Zoom CTE | 0 mapping type kpart_BT_Twirl_morph FillRC rect_3DTest_morphingtexture CTE | 0 SpriteLight rect_3DTest_morphingtexture imanimtext | ai_3DTest_morphingtexture | txt_3DTest_morphing | 5 | 2 4CTE | 0 | 0 | 1 | 1 ct_3DTest_1 SIN | 0.4 | 457 | 0.25 Twirl rect_square image_3DTest_morphingtexture COS | 0 | 0.3 | 0.3 SIN | 0 | 0.1 | 0.4 SIN | 0 | 0.1 | 1 Rotation 2CTE | 0 | 0 CTE | 0 Zoom SIN | 0 | 0.6 | 0.5 COS | 0 | 0.2 | 32 CTE | 0 mapping type Interactive SetRects | 20000 | 0 | 1 SetRect_left | 20000 | 0 | 1 SetRect_right | 20000 | 0 | 1 SetRect_active | 20000 | 0 | 1 SetRects SetRect rect_left 4CTE | 0 | 0 | 1 | 1 4CTE | -0.005 | -0.001 | 0.995 | 0.999 SetRect rect_right 4CTE | 0 | 0 | 1 | 1 4CTE | 0.005 | 0.001 | 1.005 | 1.001 SetRect_left SetRect rect_left 4CTE | 0 | 0 | 1 | 1 4CTE | -0.005 | -0.001 | 0.995 | 0.999 SetRect rect_right 4CTE | 0 | 0 | 1 | 1 4CTE | 2.005 | 2.001 | 3.005 | 3.001 SetRect_right SetRect rect_left 4CTE | 0 | 0 | 1 | 1 4CTE | -2.005 | -2.001 | -1.995 | -1.999 SetRect rect_right 4CTE | 0 | 0 | 1 | 1 4CTE | 0.005 | 0.001 | 1.005 | 1.001 SetRect_active SetRect rect_left 4CTE | 0 | 0 | 1 | 1 BOUNCEON | 0 | 1 | 2 | -0.005 | -2.005 BOUNCEON | 0 | 1 | 2 | -0.001 | -2.001 BOUNCEON | 0 | 1 | 2 | 0.995 | -1.995 BOUNCEON | 0 | 1 | 2 | 0.999 | -1.999 SetRect rect_right 4CTE | 0 | 0 | 1 | 1 BOUNCEON | 0 | 1 | 2 | -2.005 | 0.005 BOUNCEON | 0 | 1 | 2 | -2.001 | 0.001 BOUNCEON | 0 | 1 | 2 | -1.995 | 1.005 BOUNCEON | 0 | 1 | 2 | -1.999 | 1.001 Set3DObjects_left Let's put some dots here ! PlayPart dot_left AFCLIP | 0 | 1 | 4000 | 9000 We move the objects (Kate, please ondulate your body !) Set3DObject cube_3DTest0_left l'objet maitre invisible SPL | gravity_horz | -3000 | 0 position X SPL | gravity_vert | -3000 | 0 position Y SPL | gravity_horz | -3000 | 0 position Z 3CTE | 0 | 0 | 0 rotations BOUNCEON | 50 | 55 | 95 | 1 | 1.2 BOUNCEON | 50 | 55 | 95 | 1 | 1.2 BOUNCEON | 50 | 55 | 95 | 1 | 1.2 Set3DObject cube_3DTest_left le cube simple 3CTE | 0 | 0 | 0 AFCLIP | 0 | 0.0 | 500 | 5000 rotation autour de l'axe des Z AFCLIP | 0 | 0.03 | 400 | 5000 rotation autour de l'axe des X AFCLIP | 0 | 0.01 | 600 | 5000 rotation autour de l'axe des Y < PA> 3CTE | 1 | 1 | 1 BOUNCE | 980 | 990 | 60000 | 1 | 0 BOUNCE | 980 | 990 | 60000 | 1 | 0 BOUNCE | 980 | 990 | 60000 | 1 | 0 Set3DObject object_3DTest_left la sphere 3CTE | 0 | 0 | 0 AFF | 0 | 0.0 rotation autour de l'axe des Z AFF | 0 | 0.03 rotation autour de l'axe des X AFF | 0 | 0.01 rotation autour de l'axe des Y < PA> 3CTE | 0 | 0 | 0 BOUNCEON | 990 | 1000 | 4500 | 0 | 1 BOUNCEON | 990 | 1000 | 4500 | 0 | 1 BOUNCEON | 990 | 1000 | 4500 | 0 | 1 Set3DObject object_3DTest2_left l'objet plein d'extrusions 3CTE | 0 | 0 | 0 AFF | 0 | 0.0 rotation autour de l'axe des Z AFF | 0 | 0.03 rotation autour de l'axe des X AFF | 0 | 0.01 rotation autour de l'axe des Y < PA> 3CTE | 0 | 0 | 0 BOUNCEON | 100 | 110 | 190 | 0 | 1 BOUNCEON | 100 | 110 | 190 | 0 | 1 BOUNCEON | 100 | 110 | 190 | 0 | 1 We draw the worlds, one per eye, it's amazing ! Draw3dWorld rect_left world_3DTest_left kcam_3DTest 3CTE | 0 | 0.01 | 200 We put some fancy texts, they are so fancy ! SpriteTable rect_left title_left le titre, au centre a gauche < PA> 4CTE | 0.0625 | 0.45416 | 0.2625 | 0.54583 CTE | 0.0625 BOUNCE | 200 | 250 | 4750 | 0.40833 | 0.45416 BOUNCE | 200 | 250 | 4750 | 0.4625 | 0.2625 BOUNCE | 200 | 250 | 4750 | 0.59166 | 0.54583 ct_3DTest_1 SpriteTable rect_left us_left nous, c'est nous, apparait en haut a gauche 4CTE | 0.0625 | 0.05 | 0.1875 | 0.39166 CTE | 0.0625 BOUNCE | 1400 | 1500 | 2100 | -0.39166 | 0.05 CTE | 0.1875 BOUNCE | 1400 | 1500 | 2100 | -0.05 | 0.39166 ct_3DTest_1 SpriteTable rect_left them_left eux, c'est les autres, apparait a gauche en haut 4CTE | 0.0625 | 0.05 | 0.35625 | 0.44166 BOUNCE | 2400 | 2500 | 3000 | -0.35625 | 0.0625 CTE | 0.05 BOUNCE | 2400 | 2500 | 3000 | -0.0625 | 0.35625 CTE | 0.44166 ct_3DTest_1 SpriteTable rect_left place_left ici, c'est l'alchimie, en bas a gauche 4CTE | 0.0625 | 0.90833 | 0.4125 | 0.95 ct_3DTest_1 And, the main role of this f$ck!ng blockbuster ! In glorious 145x203 resolution ! Un premier rendu : on pose la tete de belett dans un rectangle aux On commence par vider les rectangles FillRC rect_3DTest_star_left_inv CTE | 0 On pose la tete au centre en respectant les ratios SpritePlain rect_3DTest_star_left_inv star_left 4CTE | 0.2734375 | 0.07708333333 | 0.7265625 | 0.92291666667 On deforme la texture creee a l'etape precedante dans un autre rectangle aux On commence par vider les rectangles FillRC rect_3DTest_star_left CTE | 0 On pose un effet de flanc maprectsprite rect_3DTest_star_left image_3DTest_star_left_inv 4cte | 0 | 0 | 1 | 1 sin | 20 | 03 | 15 cos | 20 | 05 | 15 sin | 235 | 04 | -15 cos | 20 | 02 | 15 sin | 20 | 05 | -15 cos | 235 | 04 | -15 sin | 235 | 02 | 15 cos | 235 | 03 | -15 On pose les images associees aux rectangles contenant les effets de flan, en transparence, dans les rectangles finaux SpriteTable rect_left image_3DTest_star_left < PA> 4CTE | 0 | 0 | 1 | 1 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.25 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.25 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.75 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.75 ct_3DTest_1 Set3DObjects_right Let's put some dots here ! PlayPart dot_right AFCLIP | 0 | 1 | 4000 | 9000 We move the objects (Kate, please ondulate your body !) Set3DObject cube_3DTest0_right l'objet maitre invisible SPL | gravity_horz | -3000 | 0 position X SPL | gravity_vert | -3000 | 0 position Y SPL | gravity_horz | -3000 | 0 position Z 3CTE | 0 | 0 | 0 rotations BOUNCEON | 50 | 55 | 95 | 1 | 1.2 BOUNCEON | 50 | 55 | 95 | 1 | 1.2 BOUNCEON | 50 | 55 | 95 | 1 | 1.2 Set3DObject cube_3DTest_right le cube simple 3CTE | 0 | 0 | 0 AFCLIP | 0 | 0.0 | 500 | 5000 rotation autour de l'axe des Z AFCLIP | 0 | 0.03 | 400 | 5000 rotation autour de l'axe des X AFCLIP | 0 | 0.01 | 600 | 5000 rotation autour de l'axe des Y < PA> 3CTE | 1 | 1 | 1 BOUNCE | 990 | 1000 | 60000 | 1 | 0 BOUNCE | 990 | 1000 | 60000 | 1 | 0 BOUNCE | 990 | 1000 | 60000 | 1 | 0 Set3DObject object_3DTest_right la sphere 3CTE | 0 | 0 | 0 AFF | 0 | 0.0 rotation autour de l'axe des Z AFF | 0 | 0.03 rotation autour de l'axe des X AFF | 0 | 0.01 rotation autour de l'axe des Y < PA> 3CTE | 0 | 0 | 0 BOUNCEON | 990 | 1000 | 4500 | 0 | 1 BOUNCEON | 990 | 1000 | 4500 | 0 | 1 BOUNCEON | 990 | 1000 | 4500 | 0 | 1 Set3DObject object_3DTest2_right l'objet plein d'extrusions 3CTE | 0 | 0 | 0 AFF | 0 | 0.0 rotation autour de l'axe des Z AFF | 0 | 0.03 rotation autour de l'axe des X AFF | 0 | 0.01 rotation autour de l'axe des Y < PA> 3CTE | 0 | 0 | 0 BOUNCEON | 100 | 110 | 190 | 0 | 1 BOUNCEON | 100 | 110 | 190 | 0 | 1 BOUNCEON | 100 | 110 | 190 | 0 | 1 We draw the worlds, one per eye, it's amazing ! Draw3dWorld rect_right world_3DTest_right kcam_3DTest 3CTE | 0 | 0.01 | 200 We put some fancy texts, they are so fancy ! SpriteTable rect_right title_right le titre, au centre a gauche < PA> 4CTE | 0.0625 | 0.45416 | 0.2625 | 0.54583 CTE | 0.0625 BOUNCE | 200 | 250 | 4750 | 0.40833 | 0.45416 BOUNCE | 200 | 250 | 4750 | 0.4625 | 0.2625 BOUNCE | 200 | 250 | 4750 | 0.59166 | 0.54583 ct_3DTest_1 SpriteTable rect_right us_right nous, c'est nous, apparait en haut a gauche 4CTE | 0.0625 | 0.05 | 0.1875 | 0.39166 CTE | 0.0625 BOUNCE | 1400 | 1500 | 2100 | -0.39166 | 0.05 CTE | 0.1875 BOUNCE | 1400 | 1500 | 2100 | -0.05 | 0.39166 ct_3DTest_1 SpriteTable rect_right them_right eux, c'est les autres, apparait a gauche en haut BOUNCE | 2400 | 2500 | 3000 | -0.35625 | 0.0625 CTE | 0.05 BOUNCE | 2400 | 2500 | 3000 | -0.0625 | 0.35625 CTE | 0.44166 ct_3DTest_1 SpriteTable rect_right place_right ici, c'est l'alchimie, en bas a gauche 4CTE | 0.0625 | 0.90833 | 0.4125 | 0.95 ct_3DTest_1 And, the main role of this f$ck!ng blockbuster ! In glorious 145x203 resolution ! Un premier rendu : on pose la tete de belett dans un rectangle aux On commence par vider les rectangles FillRC rect_3DTest_star_right_inv CTE | 0 On pose la tete au centre en respectant les ratios SpritePlain rect_3DTest_star_right_inv star_right 4CTE | 0.2734375 | 0.07708333333 | 0.7265625 | 0.92291666667 On deforme la texture creee a l'etape precedante dans un autre rectangle aux On commence par vider les rectangles FillRC rect_3DTest_star_right CTE | 0 On pose un effet de flanc maprectsprite rect_3DTest_star_right image_3DTest_star_right_inv 4cte | 0 | 0 | 1 | 1 sin | 20 | 03 | 15 cos | 20 | 05 | 15 sin | 235 | 04 | -15 cos | 20 | 02 | 15 sin | 20 | 05 | -15 cos | 235 | 04 | -15 sin | 235 | 02 | 15 cos | 235 | 03 | -15 On pose les images associees aux rectangles contenant les effets de flan, en transparence, dans les rectangles finaux SpriteTable rect_right image_3DTest_star_right < PA> 4CTE | 0 | 0 | 1 | 1 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.25 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.25 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.75 BOUNCE | 5520 | 5620 | 19999 | 0.5 | 0.75 ct_3DTest_1