::::::::
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