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:
Anonymous2025-03-11 16:23
waveparms[1] = deform->waveparms[1]; //* animpos; // Au 15 roundwave
makes it all full hight, so aimpos seems to be determining height
(changing aimpos to 1) makes a bulge (1) just going up and down
Name:
Anonymous2025-03-11 16:30
//VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(vert, center, v);
changing didn't do much of anything
Name:
Anonymous2025-03-11 16:32
VectorSubtract(v, vert, center); // Au 15 roundwave
makes everythign go up and down
Name:
Anonymous2025-03-11 16:35
animpos = (VectorLength(v)); // Au 15 roundwave
makes it like an energy beam aim dependent
Name:
Anonymous2025-03-11 16:37
waveparms[3] = deform->waveparms[3] * animpos; // Au 15 roundwave
didn't do much (sloow roll?)
Name:
Anonymous2025-03-11 16:38
waveparms[0] = deform->waveparms[0] * animpos; // Au 15 roundwave
didn't do much at all
Name:
Anonymous2025-03-11 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:
Anonymous2025-03-11 16:45
didnt do anything // deform vertex array to make water with round waves // Au 15 roundwave VectorSubtract(right, vert, v);
within radius calm, ourside big circular rolling wave across whole surface
Name:
Anonymous2025-03-11 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:
Anonymous2025-03-11 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
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:
Anonymous2025-03-12 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:
Anonymous2025-03-12 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:
Anonymous2025-03-12 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