A 100 Reasons Why Boruto Sucks Thread
1
Name:
Peter
2018-02-22 3:51
Begin
161
Name:
Anonymous
2025-03-12 3:32
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 //animpos = max(0, animpos);
162
Name:
Anonymous
2025-03-12 3:34
trying this vert = rsurface.batchvertex3f + 3*j; // Au 15 roundwave // deform vertex array to make water with round waves // Au 15 roundwave if (lhrandom(0, 1) > 0.5) { VectorSubtract(right, vert, v); // Au 15 roundwave animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave } else { VectorSubtract(center, vert, v); // Au 15 roundwave animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave } animpos = max(0, animpos); // Au 15 roundwave if (animpos > 0)
163
Name:
Anonymous
2025-03-12 3:36
frantic, interesting
164
Name:
Anonymous
2025-03-12 3:37
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 if (lhrandom(0, 1) > 0.5) { VectorSubtract(right, vert, v); // Au 15 roundwave animpos = (radius - VectorLength(v)) / radius; // Au 15 roundwave } else { VectorSubtract(center, 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 frantic, almost ghosting
165
Name:
Anonymous
2025-03-12 3:46
deformVertexes roundwave 180 18 3 180 180 0 sin 2 30 0 0.2 deformVertexes roundwave 180 18 3 -180 -180 0 sin 2 30 0 0.2
166
Name:
Anonymous
2025-03-12 3:49
deformVertexes inverseroundwave 180 18 3 180 180 0 sin 2 30 0 0.2 deformVertexes inverseroundwave 180 18 3 -180 -180 0 sin 2 30 0 0.2 eh...
167
Name:
Anonymous
2025-03-12 3:50
deformVertexes inverseroundwave 180 18 3 180 180 0 sin 2 30 0 0.2 wrks
168
Name:
Anonymous
2025-03-12 3:52
deformVertexes inverseroundwave 180 18 3 180 180 0 sin 2 30 0 0.2 deformVertexes roundwave 180 18 3 -180 -180 0 sin 2 30 0 0.2 also sorta
169
Name:
Anonymous
2025-03-12 4:13
causes a strange inverse offset sorta VectorSet(center, 128, 128, 0); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 - animpos2; //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 }
170
Name:
Anonymous
2025-03-12 4:15
// 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos2 - animpos1; //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 } same on the other side, inverse of the expo
171
Name:
Anonymous
2025-03-12 4:17
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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; //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, butterfly pattern with one side going crazy at the inner edge, but calm inside, would be useful if it didn't go crazy, interesting tho
172
Name:
Anonymous
2025-03-12 4:18
one side has great tulmult or so, the other is as you'd expect and want
173
Name:
Anonymous
2025-03-12 4:19
// 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; ////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; does this fix?
174
Name:
Anonymous
2025-03-12 4:20
no, but adds a mirror inverse interior tumult to the other side
175
Name:
Anonymous
2025-03-12 4:24
does adding a vert fix it? // 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; float *vert2; // 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 vert2 = rsurface.batchvertex3f + 3*j; // deform vertex array to make water with round waves // Au 15 roundwave VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(right, vert2, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; //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;
176
Name:
Anonymous
2025-03-12 4:25
no
177
Name:
Anonymous
2025-03-12 4:26
does setting only 1 roundwave fix it?
178
Name:
Anonymous
2025-03-12 4:28
no, also the mroe crazy side gotes to the sky in the round edge and is tumult etc
179
Name:
Anonymous
2025-03-12 4:30
// 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; //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 } so close to being a good deform
180
Name:
Anonymous
2025-03-12 4:33
animpos = animpos1 * animpos2; gives very calm with 2 foci
181
Name:
Anonymous
2025-03-12 4:33
VectorSet(center, 128, 128, 0); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 * animpos2; //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
182
Name:
Anonymous
2025-03-12 4:39
this has a similar effect but not exactly the same not quite 2 foci, almost but here we + the radius and / eachother it's like 1.2 of... // 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; //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;
183
Name:
Anonymous
2025-03-12 4:42
both adding, this is similar to the interesting pattern, with similar problems // 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; //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;
184
Name:
Anonymous
2025-03-12 4:44
//halve and pluss VectorSet(center, 128, 128, 0); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = (animpos1*0.5) + (animpos2*0.5); //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; Two very active centers.
185
Name:
Anonymous
2025-03-12 4:46
halve and minus doesn't help VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = (animpos1*0.5) - (animpos2*0.5);
186
Name:
Anonymous
2025-03-12 4:48
minus and inverse, not too good, 2 loops, crazy inside or crazy on the border calm outside. 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / (animpos2*-1); //animpos = (animpos1*0.5) + (animpos2*0.5); //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;
187
Name:
Anonymous
2025-03-12 4:49
total cancellation no movement //VectorSet(center, deform->parms2[0], deform->parms2[1], deform->parms2[2]); // Au 15 roundwave VectorSet(center, 128, 128, 0); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / (animpos2*-1); //animpos = (animpos1*0.5) + (animpos2*0.5); //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 }
188
Name:
Anonymous
2025-03-12 4:50
Just one side 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / (animpos2*-1); //animpos = (animpos1*0.5) + (animpos2*0.5); //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 }
189
Name:
Anonymous
2025-03-12 4:51
just the other side, but crazy // 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); // Au 15 roundwave 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; float animpos1; float animpos2; // Au 15 roundwave vec3_t v2; // 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 VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / (animpos2*-1); //animpos = (animpos1*0.5) + (animpos2*0.5); //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 }
190
Name:
Anonymous
2025-03-12 4:57
pattern, crazy one side sorta VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; pattern, but goes to middle of each, crazy on one side (the other side) VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) + radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) + radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 / animpos2; this one is good, 2 foci, calm for some reason VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave animpos = animpos1 * animpos2;
191
Name:
Anonymous
2025-03-12 5:00
becomes embroiled VectorSubtract(center, vert, v); // Au 15 roundwave VectorSubtract(right, vert, v2); animpos1 = (VectorLength(v) - radius) / VectorLength(v); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v2); // Au 15 roundwave //animpos = animpos1 * animpos2; animpos = (animpos1*2) * (animpos2*2); but 2 foci
192
Name:
Anonymous
2025-03-12 5:02
strange pattern, but symetrical, interior of both is crazy, animpos1 = (VectorLength(v) - radius) / VectorLength(v2); // Au 15 roundwave animpos2 = (VectorLength(v2) - radius) / VectorLength(v); // Au 15 roundwave animpos = animpos1 + animpos2;
193
Name:
Anonymous
2025-03-12 23:18
194
Name:
Anonymous
2025-03-12 23:19
195
Name:
Anonymous
2025-03-13 2:09
196
Name:
Anonymous
2025-03-13 3:14
How it started/ How it ended. I got these emails from a fan of "Xonotic" (Quake1 game). The first email was nice from this person "Rika". Now the emails are not so nice. What are your thoughts? What is the relevance? This person ("Rika") pretended to be a Quake programmer. Anyone know who it is? First they say they like the code I do and were heaping praise on my opensource project, I asked them to contribute some C code, now they are saying my project is garbage etc etc. I like my project... (Note: They emailed me)
197
Name:
Anonymous
2025-03-13 5:50
198
Name:
Anonymous
2025-03-13 6:00
199
Name:
Anonymous
2025-03-13 6:50
expaerieation maschaelation
200
Name:
Anonymous
2025-03-13 6:51
Newer Posts