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A 100 Reasons Why Boruto Sucks Thread

Name: Peter 2018-02-22 3:51

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Name: Anonymous 2025-03-11 16:21

commenting out makes entire plane go up and down
// deform vertex array to make water with round waves // Au 15 roundwave
//VectorSubtract(center, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave


instead of waves (vector subtract)

Name: Anonymous 2025-03-11 16:23

waveparms[1] = deform->waveparms[1]; //* animpos; // Au 15 roundwave


makes it all full hight, so aimpos seems to be determining height

Name: Anonymous 2025-03-11 16:25

waveparms[2] = deform->waveparms[2] + pow(1, exponent) * numwaves; // Au 15 roundwave


(changing aimpos to 1) makes a bulge (1) just going up and down

Name: Anonymous 2025-03-11 16:30

//VectorSubtract(center, vert, v); // Au 15 roundwave
VectorSubtract(vert, center, v);

changing didn't do much of anything

Name: Anonymous 2025-03-11 16:32

VectorSubtract(v, vert, center); // Au 15 roundwave

makes everythign go up and down

Name: Anonymous 2025-03-11 16:35

animpos = (VectorLength(v)); // Au 15 roundwave

makes it like an energy beam aim dependent

Name: Anonymous 2025-03-11 16:37

waveparms[3] = deform->waveparms[3] * animpos; // Au 15 roundwave

didn't do much (sloow roll?)

Name: Anonymous 2025-03-11 16:38

waveparms[0] = deform->waveparms[0] * animpos; // Au 15 roundwave


didn't do much at all

Name: Anonymous 2025-03-11 16:42

case Q3DEFORM_ROUNDWAVE: // Au 15 roundwave
// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
VectorSet(right, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm; // Au 15 roundwave
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{

didnt do much

Name: Anonymous 2025-03-11 16:45

didnt do anything
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(right, vert, v);

Name: Anonymous 2025-03-11 16:49

//VectorMA(vert, scale, norm, vert); // Au 15 roundwave
VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
}

didn't do much at all

Name: Anonymous 2025-03-11 16:51

//animpos = max(0, animpos); // Au 15 roundwave

didn't do much of anything

Name: Anonymous 2025-03-11 16:54

animpos = (VectorLength(v) - radius) / radius; // Au 15 roundwave


interior calm, corners turbulent, like an inverse sorta, but has to do with shape of brush too? or corners?

Name: Anonymous 2025-03-11 16:57

animpos = (VectorLength(v) - radius) / radius; // Au 15 roundwave

animpos = (VectorLength(v) - radius) / radius; // Au 15 roundwave

animpos = (VectorLength(v) - radius) / radius; // Au 15 roundwave


well did somethign so noting this, as interior calm, corners, get turbulent outside the radius,

Name: Anonymous 2025-03-11 16:59

animpos = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave


within radius calm,
ourside big circular rolling wave across whole surface

Name: Anonymous 2025-03-11 17:02

animpos = (VectorLength(v) - radius) / radius; // Au 15 roundwave
Turbulent corners and outside, similar to turbulance of old inside, so an inverse

animpos = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
Waves coming in from outside, within radius is calm

Name: Anonymous 2025-03-11 17:08

animpos = (VectorLength(v) - radius) / radius; // Au 15 roundwave
Turbulent corners and outside, similar to turbulance of old inside, so an inverse
inverseroundwave (or roundwaveinverse?)... no...

animpos = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave
Waves coming in from outside, within radius is calm
exteriorroundwave

Name: Anonymous 2025-03-11 23:37

animpos = (radius - VectorLength(v)) / cos(radius); // Au 15 roundwave

outside the radius everything goes to infinity, aim depentednt too

Name: Anonymous 2025-03-11 23:39

animpos = (radius - VectorLength(v)) / sin(radius); // Au 15 roundwave

similar with a perodic "burst", also aim depended.t

Name: Anonymous 2025-03-11 23:41

animpos = (radius - VectorLength(v)) / tan(radius); // Au 15 roundwave

like a burning incredable insane flame, inside, but also aim dependent

Name: Anonymous 2025-03-11 23:43

(x-h)²/a² + (y-k)²/b² = 1
( x - h )^2 + ( y - k )^2 = r^2

Name: Anonymous 2025-03-11 23:43

animpos = (cos(radius) - VectorLength(v)) / cos(radius); // Au 15 roundwave

little big line at center, everything else gone

Name: Anonymous 2025-03-11 23:44

animpos = (sin(radius) - VectorLength(v)) / cos(radius); // Au 15 roundwave

same, some big bursets,

Name: Anonymous 2025-03-11 23:50

waveparms[2] = deform->waveparms[2] + pow(cos(animpos), exponent) * numwaves; // Au 15 roundwave

doesn't do much

Name: Anonymous 2025-03-11 23:54

animpos = (radius/2 - VectorLength(v)) / (radius*2); // Au 15 roundwave

didn't do much, just cancled out and made a blg

Name: Anonymous 2025-03-12 2:51

waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * (radius - VectorLength(v)) / radius * (1 - (VectorLength(v) / (radius / 2))); // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow((radius - VectorLength(v)) / radius * (1 - (VectorLength(v) / (radius / 2))), exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave


kinda like an undeven buldge and undulation, .... might be useful

Name: Anonymous 2025-03-12 2:55

inverse of that, just like a firewall
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm; // Au 15 roundwave
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = (VectorLength(v) - radius) / radius; //checking inverse
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * (radius - VectorLength(v)) / radius * (1 - (VectorLength(v) / (radius / 2))); // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow((radius - VectorLength(v)) / radius * (1 - (VectorLength(v) / (radius / 2))), exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
}

Name: Anonymous 2025-03-12 2:57

doesnt really help

float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm; // Au 15 roundwave
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(center, vert, v); // Au 15 roundwave
//animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
//animpos = (VectorLength(v) - radius) / radius; //checking inverse
animpos = (VectorLength(v) - radius) / VectorLength(v);
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * (radius - VectorLength(v)) / radius * (1 - (VectorLength(v) / (radius / 2))); // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow((radius - VectorLength(v)) / radius * (1 - (VectorLength(v) / (radius / 2))), exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
}

Name: Anonymous 2025-03-12 3:02

animpos = ((radius - v[0]*2)+(radius - v[1]*0.5)) / radius; // Au 15 roundwave


this does like a skewed fade 1d / 2d or so

Name: Anonymous 2025-03-12 3:03

animpos = ((radius - v[0]*2)+(radius - v[1]*2)) / radius; // Au 15 roundwave

skewed fade a different way

Name: Anonymous 2025-03-12 3:05

animpos = ((radius - v[0]*2)+(radius - v[2]*2)) / radius; // Au 15 roundwave

this does a crazy acordion fade acrooss flat

Name: Anonymous 2025-03-12 3:06

animpos = ((radius - v[1]*2)+(radius - v[2]*2)) / radius; // Au 15 roundwave
another one

Name: Anonymous 2025-03-12 3:07

animpos = ((radius - v[0]*2)+(radius - v[1]*2)) / radius; // Au 15 roundwave
diagnoal across

Name: Anonymous 2025-03-12 3:09

animpos = ((radius - VectorLength(v)*2)+(radius - VectorLength(v)*0.5)) / radius; // Au 15 roundwave

not much, jsut a circle again crazy radius to calm later

Name: Anonymous 2025-03-12 3:10

animpos = ((radius - vert[0]*2)+(radius - vert[1]*2)) / radius; // Au 15 roundwave

marching up diagnol again

Name: Anonymous 2025-03-12 3:21

animpos = ( (radius - VectorLength(v)) / radius );
+ ( ((radius*0.5) - VectorLength(v)) / (radius*0.5) );



nope

Name: Anonymous 2025-03-12 3:25

//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, -128, -128, -128);

VectorSet(right, 128, 128, 128); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm; // Au 15 roundwave
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
break; // Au 15 roundwave
}
}

interesting

Name: Anonymous 2025-03-12 3:26

// find a center of a surface (entity center plus shader-set offsets) // Au 15 roundwave
//VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave
VectorSet(center, -128, -128, 0);

VectorSet(right, 128, 128, 0); // Au 15 roundwave
if (1) { //Make ISO C90 happy (warning: ISO C90 forbids mixed declarations and code) // Au 16? roundwave
float numwaves = deform->parms[0] / deform->parms[1]; // Au 15 roundwave
float radius = deform->parms[0]; // Au 15 roundwave
float exponent = deform->parms[2]; // Au 15 roundwave
float *vert, *norm; // Au 15 roundwave
// now deform vertexes // Au 15 roundwave
for (j = 0;j < batchnumvertices;j++) // Au 15 roundwave
{ // Au 15 roundwave
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave
animpos = max(0, animpos); // Au 15 roundwave
if (animpos > 0) // Au 15 roundwave
{ // Au 15 roundwave
waveparms[0] = deform->waveparms[0]; // Au 15 roundwave
waveparms[1] = deform->waveparms[1] * animpos; // Au 15 roundwave
waveparms[2] = deform->waveparms[2] + pow(animpos, exponent) * numwaves; // Au 15 roundwave
waveparms[3] = deform->waveparms[3]; // Au 15 roundwave
scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); // Au 15 roundwave
norm = rsurface.batchnormal3f + 3*j; // Au 15 roundwave
VectorMA(vert, scale, norm, vert); // Au 15 roundwave
} // Au 15 roundwave
// Au 15 roundwave
} // Au 15 roundwave
//rebuildNormals = true; // Au 15 roundwave
} //Finished Makeing ISO C90 happy (warning: ISO C90 forbids mixed

more correct

Name: Anonymous 2025-03-12 3:30

cancles out
to nothing
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave

VectorSubtract(center, vert, v); // Au 15 roundwave
animpos = animpos + ((radius - VectorLength(v)) / radius); // Au 15 roundwave

Name: Anonymous 2025-03-12 3:31

nope
vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave
// deform vertex array to make water with round waves // Au 15 roundwave
VectorSubtract(right, vert, v); // Au 15 roundwave
animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave

vert = rsurface.batchvertex3f + 3*j;
VectorSubtract(center, vert, v); // Au 15 roundwave
animpos = animpos + ((radius - VectorLength(v)) / radius); // Au 15 roundwave

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