Some of you might remember a thread I made a while ago about parallel universes. If you are not sure, look again here:
http://aom.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=13,25973,,all
Anway - on that thread I briefly stated that if you change the numbers themselves on the last vector interesting things happened. But did actually anybody do it and find out? Well, if you havn't I decided to investigate further. I found that not only does it distory the map but it also distorts the skybox too!
");/**/trCameraCut(vector(0,70,0), vector(0.5,-0.7,0.5), vector(0.5,0.7,0.5), vector(0.7,0.0,-0.7));/**///
Change the numbers in bold together (e.g. if you put 0.1 for one of them, make sure the other syays -0.1) but DO NOT change the signs - i.e. keep the minus sign on the one on the right. The following images were created by lowering the value of the numbers in bold.
Shows an image where the map has been squashed up sideways and stretched upward though I have mainly eliminated by upwards stretch effect by flattening the map. (The hills would be rediculously high as though they were extreme elevation)
Here is another image - this time the distortion is much greater.
And finally here is another image I made with eyecandy - yes the upwards stretch creates these awsome effects.
I did also try raising the number in bold but it aint as interesting and parts of the map will not draw at all creating holes in the map! Anway - I have positioned the camera so there are no holes in the map.
Anway - now for additional info. Don't rotate the map if you are using these effects because unlike the parallel universe (Other thread) rotating will cancel these effects out. Pitching and movement of the camera will be affected. The smaller the numbers in bold, the slower the pitching which is really annoying! Sideways movement will also be affected. Also your cursor position on the map will be affected. With the map sqaushed the cursor will try and stay in the middle of the map while the map stretch tries to make the cursor go to the outside. This effect can be rendered during the map using the camera cut trigger although camera track will NOT work for some reason. Finally - this effect IS useable online and I have already used it on 2 maps. One called battle of the shapeshifters and a pit of doom map. Have fun experimenting and I look foward to seeing some maps with it on.
More distortions!
");/**/trCameraCut(vector(0,70,0), vector(0.5,-0.7,0.5), vector(0.5,0.7,0.5), vector(0.7,0.0,-0.7));/**///
Change the numbers in bold in same way for more interesting effects!
I increased the numbers in bold.
I decreased the numbers in bold tons.
I think that is enough for now for you to ponder over - I might put some more up later.
Enjoy using them! (These are just normal square maps!)
The boy with the mad imagination
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
Anway - on that thread I briefly stated that if you change the numbers themselves on the last vector interesting things happened. But did actually anybody do it and find out? Well, if you havn't I decided to investigate further. I found that not only does it distory the map but it also distorts the skybox too!
");/**/trCameraCut(vector(0,70,0), vector(0.5,-0.7,0.5), vector(0.5,0.7,0.5), vector(
Change the numbers in bold together (e.g. if you put 0.1 for one of them, make sure the other syays -0.1) but DO NOT change the signs - i.e. keep the minus sign on the one on the right. The following images were created by lowering the value of the numbers in bold.
Shows an image where the map has been squashed up sideways and stretched upward though I have mainly eliminated by upwards stretch effect by flattening the map. (The hills would be rediculously high as though they were extreme elevation)
Here is another image - this time the distortion is much greater.
And finally here is another image I made with eyecandy - yes the upwards stretch creates these awsome effects.
I did also try raising the number in bold but it aint as interesting and parts of the map will not draw at all creating holes in the map! Anway - I have positioned the camera so there are no holes in the map.
Anway - now for additional info. Don't rotate the map if you are using these effects because unlike the parallel universe (Other thread) rotating will cancel these effects out. Pitching and movement of the camera will be affected. The smaller the numbers in bold, the slower the pitching which is really annoying! Sideways movement will also be affected. Also your cursor position on the map will be affected. With the map sqaushed the cursor will try and stay in the middle of the map while the map stretch tries to make the cursor go to the outside. This effect can be rendered during the map using the camera cut trigger although camera track will NOT work for some reason. Finally - this effect IS useable online and I have already used it on 2 maps. One called battle of the shapeshifters and a pit of doom map. Have fun experimenting and I look foward to seeing some maps with it on.
More distortions!
");/**/trCameraCut(vector(0,70,0), vector(0.5,
Change the numbers in bold in same way for more interesting effects!
I increased the numbers in bold.
I decreased the numbers in bold tons.
I think that is enough for now for you to ponder over - I might put some more up later.
Enjoy using them! (These are just normal square maps!)
Prepare for the ultimate duel!
Learn to use all my triggers and what you can do with them. Visit here.
Find out and download the transform trigger here.
Play some minigames I have created outside AOM including some 3D games here.
[This message has been edited by nottud (edited 12-22-2007 @ 03:08 PM).]