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- include "../../colors.inc"
-
- start_frame 0
- end_frame 80
-
- define t0 0
- define t1 80
- define increment (frame - t0) / (t1 - t0)
-
- define Dim_Charcoal_Grey <0.184314, 0.309804, 0.309804>
- define Charcoal_Grey <0.28, 0.46, 0.46>
-
- define bright_green texture { surface { color green ambient 1 diffuse 0 } }
- define clear texture { surface { ambient 0 diffuse 0 transmission white, 1, 1 }}
- define matte_charcoal
- texture { matte { color Charcoal_Grey ambient 0.2 diffuse 0.8 } }
-
- define pwidth 0.1
- define poffset (1.0 - increment) * (1 + pwidth)
- define phaser_fn1 noise(2*P, 1)
- define phaser_fn2 noise(2*(P+<0, 50, 100>), 1)
- define phaser_fn3 noise(2*(P+<50, -37, -17>), 1)
- define phaser_map1
- texture_map([0, poffset-pwidth, shiny_red, shiny_red],
- [poffset-pwidth, poffset, shiny_red, bright_green],
- [poffset, 1, clear, clear])
- define phaser_map2
- texture_map([0, poffset-pwidth, mirror, mirror],
- [poffset-pwidth, poffset, mirror, bright_green],
- [poffset, 1, clear, clear])
- define phaser_map3
- texture_map([0, poffset-pwidth, matte_charcoal, matte_charcoal],
- [poffset-pwidth, poffset, matte_charcoal, bright_green],
- [poffset, 1, clear, clear])
-
- // Define the color of the gun assembly
- define Body_Tex1 texture { indexed phaser_fn1, phaser_map1 }
- define Body_Tex2 texture { indexed phaser_fn2, phaser_map2 }
- define Gun_Texture texture { indexed phaser_fn3, phaser_map3 }
-
- // A single UFO
- include "ufo1.inc"
-
- // Define the location and orientation of the UFO
- // Only change x and z for now to get the locations
- define UFO_Location1 <0, 20, 0>
- define UFO_Orientation1 <30, 60, 0>
-
- // Change the orientations of the barrels for the ufo.
- define Gun_Orientation1_1 <90, 80, 0>
- define Gun_Orientation1_2 <90, 80, 0>
-
- // Now make a UFO with a gun assembly hanging off the top and bottom
- object {
- UFO_Body
- + Gun_Barrels { rotate Gun_Orientation1_1 translate Gun_Assembly_Location1 }
- + Gun_Barrels { rotate Gun_Orientation1_2 translate Gun_Assembly_Location2 }
- rotate <-30, 0, 0>
- }
-
- // Put in some ground for reference
- // object { disc <0, -30, 0>, <0, 1, 0>, 500 Ground_Texture }
-
- viewpoint {
- from <0, 20, -150.0>
- at <0, 0, 0>
- up <0, 1, 0>
- angle 40
- resolution 160, 120
- aspect 4/3
- }
-
- light 0.8*white, < 100, 200, -100>
- background black
-