Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon. Entire thread

kk3

Name: Anonymous 2024-12-23 6:28

Good God KK, put on your big boy pants. Do you really think the boys in JP will give Faulkner the boot? Maybe you have visions of a three guitar band (AKA Iron Maiden)? Not gonna happen. You sound like a little girl complaining that she can't participate in a tea party. Someone take your Barbie?
0
allen_pagent 10 · Oct 18, 2021 04:36 PM · report · ↑reply


https://www.ultimate-guitar.com/news/general_music_news/kk_downing_says_its_absolutely_unbelievable_hes_not_allowed_back_in_judas_priest_after_how_rob_halford__glenn_tipton_behaved.html

Name: Anonymous 2025-01-05 8:11

Name: Anonymous 2025-01-05 8:33

Name: Anonymous 2025-01-05 9:31

barimusdinxploftntytst

Name: Anonymous 2025-01-05 9:38

Name: Anonymous 2025-01-05 9:51

maxwell's original 20 equations

Name: Anonymous 2025-01-05 19:12

Name: Anonymous 2025-01-05 20:54

Name: Anonymous 2025-01-05 21:30

Name: Anonymous 2025-01-05 21:46

Name: Anonymous 2025-01-05 23:18

Name: Anonymous 2025-01-05 23:21

Name: Anonymous 2025-01-06 16:59

Name: Anonymous 2025-01-06 17:08

Name: Anonymous 2025-01-06 17:10

Name: Anonymous 2025-01-07 2:53

r_fullbright_directed is "1" ["0"] render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness
r_fullbright_directed_ambient is "0.1" ["0.5"] ambient light multiplier for directed fullbright
r_fullbright_directed_color_ambient_blue is "2" ["0"] b if r_fullbright_directed_color_enable
r_fullbright_directed_color_ambient_green is "1" ["0"] g if r_fullbright_directed_color_enable
r_fullbright_directed_color_ambient_red is "0" ["0"] r if r_fullbright_directed_color_enable
r_fullbright_directed_color_diffuse_blue is "2" ["0"] b if r_fullbright_directed_color_enable
r_fullbright_directed_color_diffuse_green is "0" ["0"] g if r_fullbright_directed_color_enable
r_fullbright_directed_color_diffuse_red is "2" ["0"] r if r_fullbright_directed_color_enable
r_fullbright_directed_color_enable is "1" ["0"] enable adding color to the directed fullbright via r_fullbright_directed_color_ambient_red _green _blue and r_fullbright_directed_color_diffuse_red _green _blue directives
r_fullbright_directed_diffuse is "0.75" ["0.75"] diffuse light multiplier for directed fullbright
r_fullbright_directed_pitch is "100" ["20"] constant pitch direction ('height') of the fake light source to use for fullbright
r_fullbright_directed_pitch_relative is "0" ["0"] whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch

Name: Anonymous 2025-01-07 3:49

Name: Anonymous 2025-01-07 8:56

Name: Anonymous 2025-01-07 9:56

Name: Anonymous 2025-01-07 10:22

cvar g_spawnmiscitemsaround_bumper_max is "0" ["0"] custom cvar
cvar g_spawnmiscitemsaround_bumper_per is "500" ["500"] custom cvar
cvar r_shadow_bumpscale_basetexture is "8" ["0"] generate fake bumpmaps from diffuse textures at this bumpyness, try 4 to match tenebrae, higher values increase depth, requires r_restart to take effect
cvar r_shadow_bumpscale_bumpmap is "4" ["4"] what magnitude to interpret _bump.tga textures as, higher values increase depth, requires r_restart to take effect
cvar r_shownormals is "0" ["0"] shows per-vertex surface normals and tangent vectors for bumpmapped lighting
6 results

Name: Anonymous 2025-01-07 11:02

Name: Anonymous 2025-01-07 11:40

Name: Anonymous 2025-01-07 18:02

Name: Anonymous 2025-01-07 18:03

Name: Anonymous 2025-01-07 18:08

Name: Anonymous 2025-01-07 18:08

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Name: Anonymous 2025-01-07 18:08

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Name: Anonymous 2025-01-07 18:09

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Name: Anonymous 2025-01-07 18:13

Name: Anonymous 2025-01-07 18:17

Name: Anonymous 2025-01-07 18:17

Quick Navigation | Home Page | Recent Changes
HLS To RGB Conversion

This set of functions can convert HLS values to RGB. hls2rgb takes the byte values of Hue, Luminosity, and Saturation and returns the Color it represents. (HueToRGB is a support function for the main conversion.)

Very liberally adapted from http://plaza27.mbn.or.jp/~satomii/design/win32/hls2rgb.html

How to convert HLS value to RGB value?

This is an useful function extracted from Microsoft's old sample code, modified a little by Rei for her own product. Note that this code is copyrighted to Microsoft Corporation.

Quoted from that page.

const HLSMAX = 240;
const RGBMAX = 255;


final simulated function float HueToRGB(float n1, float n2, float hue)
{
if ( hue < 0 ) hue += HLSMAX;
if ( hue > HLSMAX ) hue -= HLSMAX;

/* return r,g, or b value from this tridrant */
if ( hue < (HLSMAX/6) )
return ( n1 + (((n2-n1)*hue + (HLSMAX/12))/(HLSMAX/6)) );
if ( hue < (HLSMAX/2) )
return n2;
if ( hue < ((HLSMAX*2)/3) )
return ( n1 + (((n2-n1)*(((HLSMAX*2)/3)-hue) + (HLSMAX/12))/(HLSMAX/6)) );
else
return n1;
}


final simulated function Color hls2rgb(byte hue, byte lum, byte sat)
{
local Color C;
local float Magic1, Magic2;
local int R,G,B;

if ( sat==0)
{ /* achromatic case */
C.R = (lum*RGBMAX) / HLSMAX;
C.G = C.R;
C.B = C.R;

/* Small fix */
R = C.R;
G = C.G;
B = C.B;
}
else
{ /* chromatic case */
/* set up magic numbers */
if (lum <= (HLSMAX/2))
Magic2 = (lum*(HLSMAX+sat)+(HLSMAX/2)) / HLSMAX;
else
Magic2 = lum+sat - ((lum*sat)+(HLSMAX/2)) / HLSMAX;

Magic1 = 2*lum - Magic2;

/* get RGB, change units from HLSMAX to RGBMAX */
R = (HueToRGB(Magic1, Magic2, hue+(HLSMAX/3))
* RGBMAX + (HLSMAX/2)) / HLSMAX;
G = (HueToRGB(Magic1, Magic2, hue)
* RGBMAX + (HLSMAX/2)) / HLSMAX;
B = (HueToRGB(Magic1, Magic2, hue-(HLSMAX/3))
* RGBMAX + (HLSMAX/2)) / HLSMAX;
}

C.R = R;
C.G = G;
C.B = B;
C.A = 255;
return C;
}

// ============================================================================
// HLStoRGB
//
// Converts the given HLS color value to its RGB equivalent and returns it.
//
// H Hue from 0 (red) over 80 (green) and 160 (blue) to 240 (red)
// L Lightness from 0 (black) over 120 (full color) to 240 (white)
// S Saturation from 0 (gray) to 240 (full color)
//
// Due to its use of the color scaling operator this function expects to be
// implemented in an Actor subclass.
// ============================================================================

static function Color HLStoRGB(int H, int L, int S) {

local int OffsetLightness;
local int OffsetSaturation;
local Color Color;

if (H < 0) H = (240 - H) % 240;
else H = H % 240;

if (H < 80) Color.R = Min(255, 255 * (80 - H) / 40);
else if (H > 160) Color.R = Min(255, 255 * (H - 160) / 40);

if (H < 160) Color.G = Min(255, 255 * (80 - Abs(H - 80)) / 40);
if (H > 80) Color.B = Min(255, 255 * (80 - Abs(H - 160)) / 40);

if (S < 240) {
Color = Color * (float(S) / 240);
OffsetSaturation = 128 * (240 - S) / 240;
Color.R += OffsetSaturation;
Color.G += OffsetSaturation;
Color.B += OffsetSaturation;
}

L = Min(240, L);
Color = Color * ((120 - Abs(L - 120)) / 120);

if (L > 120) {
OffsetLightness = 256 * (L - 120) / 120;
Color.R += OffsetLightness;
Color.G += OffsetLightness;
Color.B += OffsetLightness;
}

return Color;
}

UArch slight modification to the above script

ok changed it now, im using this custom version for a script im doing

input HLS values range from 0-255, output vector with ranges 0-1 x=R y=G z=B

simulated final function vector HLStoRGB(float H,float L,float S)
{
local float OffsetLightness;
local float OffsetSaturation;
local vector cout;

H = fclamp(H,0,255);
L = fclamp(L,0,255);
S = fclamp(S,0,255);
S = 255 - S;

if(H < 85)
cout.x = fMin(1, (85 - H) / 42.5);

else if(H > 170)
cout.x = fMin(1, (H - 170) / 42.5);

if (H < 170)
cout.y = fMin(1, (85 - Abs(H - 85)) / 42.5);

if (H > 85)
cout.z = fMin(1, (85 - Abs(H - 170)) / 42.5);

if (S < 255)
{
cout = cout * (S / 255);
OffsetSaturation = /*128 **/ (255 - S) / 255;
cout.x += OffsetSaturation;
cout.y += OffsetSaturation;
cout.z += OffsetSaturation;
}

cout = cout * ((255 - Abs(L - 255)) / 255);

return cout;
}

Here's what Sourced Player Shadows uses to determine the light color when casting colored shadows. It's based on direct measurements of the color of white walls in a zone with various ambient colors set. You'll have to add your own code to scale for light brightness. This isn't anything like the scientifically correct way to do the conversion, but my guess is they were just kinda guessing when they wrote it the first time.

// Convert the color (not brightness) of an Unreal light to RGB values from 0 to 1
// inputs are float so I don't have to worry about casting them.
simulated function Chroma2RGB(float hue, float saturation,
out float r, out float g, out float b) {
hue /= 85;
if (hue <= 1) { g = hue ; r = 1-g; b = 0;}
else if (hue <= 2) { b = hue-1; g = 1-b; r = 0;}
else { r = hue-2; b = 1-r; g = 0;}
saturation = FClamp(saturation/255,0,1);
r = lerp(saturation,r,1);
g = lerp(saturation,g,1);
b = lerp(saturation,b,1);
}

Comments

capt.k: HLSMAX and RGBMAX are variables (which can obviously be hard-coded into the script) because I wasn't sure at the time of writing what values would be appropriate. The UEd color picker uses 240 as the max for HLS values, but the slider has 255.

Wormbo: Actor.LightSaturation goes from 0 to 255, where 0 means full saturation and 255 indicates a pure grey color. LightHue also goes from 0 to 255 and LightBrightness is an unlimited float value. The color picker in UEd is somwhat useless for light colors, except for the hue value.

Mychaeel: Since in Windows the "saturation" property usually goes from 0 for "no saturation" (grayscale) to 255 for "full saturation" (full color), that could be the reason that the algorithm posted above doesn't work here without adaptation.

Mychaeel: I've posted an alternative implementation created from scratch that also uses Windows' HLS definition (see comment header). If Unreal's really differs from it, adapt the parameters before passing them to that function.

Please test it. If it works as advertised, let's get rid of the first Microsoft-derived implementation (which is longer and not designed for UnrealScript).

inio: Added what I came up with for Sourced Player Shadows.

Sixpack-Shambler Am I wrong or in the first HLStoRGB function on this page, if Sat == 0 (Achromatic case) will the result not turn out with no colours at all? Look at the code, at the end of it the local variables R G B are applied to C.R, C.G and C.B but if Sat == 0 then the R G B variables are not modifed?

I've changed the code a bit to 'fix' that

Name: Anonymous 2025-01-08 6:21

@johnviscedo
7 hours ago
Why would they give up their arms? 😂 So the new dictatorship has no opponents? 😂 That’s how you can tell it’s all sponsored by 🇺🇸🇮🇱 crazy how no one would have a problem if Uncle Sam also went home to home confiscating weapons
1
Reply
https://www.youtube.com/watch?v=xVeNZStPPaY

Name: Anonymous 2025-01-08 9:27

HTS
Hired Turkish Soliders
https://youtu.be/XAdvDhxF2u0?t=1775

Name: Anonymous 2025-01-08 10:37

r7// rld shd b lk pumpsgn or sem

Name: Anonymous 2025-01-08 12:39

Name: Anonymous 2025-01-08 12:39

Name: Anonymous 2025-01-08 22:23

"well it does seem a little too complicated"
"in this model every planet needs to be calculated seperately

Name: Anonymous 2025-01-08 22:32

In the model we have today at first it flows from complexity to less complexity, but then at the end or lowest levels starts to inversely get more complex again

there are trillions or infinite of things that can be built
they are made of billions of possible substances
which are made of millions of possible minerals
which are made of hundreads of thousands of possible molecules of different kinds together
which are made of thounsands of ions and stable forms
which are made of hundreads of elements and their isotopes
which are made of many combinations of electrons protons and nutrons

and here it then starts to get more complex again we are told
gluons, fermions, bosons, leptons, of infinite types again

but really is that so?
why does the complexity increase again?

when the neutron is a proton that hasn't lost its electron
and the electron minused from the neutron equals the mass of the proton with some binding energy needing to be paid to make it less closely paired

is it beautiful the standard model?

or is there just the electron and the proton, and high gamma ray lasers that can decouple one from the other

Name: Anonymous 2025-01-08 22:38

as the electron gets fatter and less dense less cojupled with its proton it takes less to move it away from its spot and make it bigger. eventually it is so big and less dense that it might couple with another atom

in the neclus the protons want to go towards the electrons of other neutrons so they are attracted thus, but when they get close the proton associated with that electron pushes them away. this is why there can never be an absolute zero atom. and this is what binds the necleus and keeps it from collapsig.

Name: Anonymous 2025-01-09 12:29

Name: Anonymous 2025-01-09 12:29

.float dphitcontentsmask; // If non-zero on the entity passed to traceline/tracebox/tracetoss
// this will override the normal collidable contents rules and
// instead hit these contents values (for example AI can use
// tracelines that hit DONOTENTER if it wants to, by simply changing
// this field on the entity passed to traceline), this affects normal
// movement as well as trace calls
float trace_dpstartcontents; // DPCONTENTS_ value at start position of trace
float trace_dphitcontents; // DPCONTENTS_ value of impacted surface (not contents at impact
//point, just contents of the surface that was hit)
float trace_dphitq3surfaceflags; // Q3SURFACEFLAG_ value of impacted surface
string trace_dphittexturename; // texture name of impacted surface

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