Admiral Zarn
08-04-2004, 12:26 AM
me and a friend are doing some experimenting on a project (which im not mentioning at this time), and we need a cog that gives an object (like kyle) a kind of weird blurred look to it when it moves, like the weird room in the level, Purgatory...if someone would show me how this can be done or how to rewrite the cog that would be awsome
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Carter: "whats wrong?"
Daniel: "this tastes like chicken..."
Carter: "whats bad about that?"
Daniel: "this is supposed to be macaroni and cheese..."
Edward
08-04-2004, 03:02 AM
OK... What is it you want. Do you want kyle to be blured? Then you'll need this HOMtest (http://edward.leuf.org/x/HOMtest.gob) That I got from someone... If you want the whole level to be blurry, then I know the perfect COG.
# Motion Blur
#
# By Edward
# With the help of GBK
flags=0x240
symbols
message startup
message activated
message pulse
message selected
int i=0 local
surface z local
end
#
code
startup:
sleep(0.1);
for(z=0; z<=GetSurfaceCount(); z=z+1)
{
If(GetFaceType(z) & 0x10) { ClearFaceType(z, 0x10); }
}
i=0;
SetPulse(0.1);
return;
activated:
if(i==0)
{
for(z=0; z<=GetSurfaceCount(); z=z+1)
{
If(GetFaceType(z) & 0x2) { SetFaceType(z, 0x10); }
else { SetFaceType(z, 0x2); }
}
i=1;
print("ON!");
setInvActivated(GetLocalPlayerThing(),122,1);
}
else
{
for(z=0; z<=GetSurfaceCount(); z=z+1)
{
If(GetFaceType(z) & 0x10) { ClearFaceType(z, 0x10); }
else { ClearFaceType(z, 0x2); }
}
i=0;
print("OFF!");
setInvActivated(GetLocalPlayerThing(),122,0);
}
return;
pulse:
If(GetActorFlags(GetLocalPlayerThing()) & 0x200000) { ClearActorFlags(GetLocalPlayerThing(),0x200000); SetActorFlags(GetLocalPlayerThing(),0x40000); }
If(!(GetActorFlags(GetLocalPlayerThing()) & 0x800000)) { ClearActorFlags(GetLocalPlayerThing(),0x40000); }
return;
selected:
print("Motion Blur");
return;
end
This here is an item's COG. But, I hope this helps you somewhat.
/Edward
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