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Text File | 1999-12-31 | 3.2 KB | 121 lines | [TEXT/ttxt] |
- /*
-
- Disco Ribbon 1.0
- by Kert "Fro" Gartner
- isotropy@ilos.net
-
- This is my first attempt at making a config for WhiteCap. It came together
- over a few hours of me just playing around with other people's code and
- modifying bits and peices here and there.
-
- Since there aren't enough configs with comments in them, I've decided to
- comment this one as best I can with my understanding of how the different
- sections work.
-
- To be completely honest, I still don't understand exactly how most of the
- math in this code works :) In case you're starting out and you're wondering
- how I got started, I used Avalanche 1.0 as a code base and built on top of
- that.
-
- By the way, I crashed my machine a number of times while messing around
- with this plugin. Remember, divide by zero is not good. :) Ah, good ol 40s
- math is comming back to haunt me...
-
- */
-
-
- Resn=20, /* Set this to a higher number for some cool 'strobe' effects. It
- also makes the config run at a much higher frame rate cause of the lower
- amount of samples taken. 130 seems to be a cool value to try. */
-
- Durn="2", /*This setting seems to control how long samples are 'kept' in
- the grid. A higher number makes a more dense mesh (becuase of the more
- samples in it) and causes a frame rate decrease. A lower number makes a
- more sparse mesh. */
-
- CamX="1",
- CamY="-1* sin(0.4)",
- CamZ="10+12*cos(7.2)",
-
- /*
- Above is camera stuff. Basically it defines where the camera is in 3D
- space. I just played around with it untill something cool started happening
- :) */
-
-
-
-
- CmLX="20",
- CmLY="0",
- CmLZ="0",
-
- /*
- This is where the camera is pointed. It's commonly known as the
- 'interest' in many 3D programs. Now currently the camera interest isn't
- moving, but some cool effects are possible here by moving it around. The
- following code moves the interest all over the place. Uncomment it and
- comment the above camera code to see what it does.
-
- CmLX="20*(cos(t/0.5))",
- CmLY="30*(cos(t/2))",
- CmLZ="10*(cos(t*2))",
- */
-
- /* Cool eh? Almost makes you motion sick, which is why I didn't activate it
- by befault :) hehe. To understand how those formulas are working go fire up
- Graphing Caculator (on a mac, it should be in your apple menu) and type in
- that formula, but replace the t with an n. Animate it and watch the values
- change. That changing value is the coordinate (x, y or z) in 3D space. */
-
-
-
-
- CUpX="0",
- CUpY="0",
- CUpZ="1",
-
- /* This is the camera 'up' direction. Put in a -50 or +50 to make the
- ribbion go up or down. This isn't actually changing the direction of the
- ribbion, it's changing the orientation of the camera. Making x=0, y=-50 and
- z=1 looks kinda cool. */
-
-
-
-
- C0="-1.2 + 1.8 * ( .5 * sin( t * 1.5 - 1.5 * dt ) + .5 )",
- C1="cos( c0 )",
- D0="20 * abs( mag( s ) )",
-
- //The above are temporary variables. I pulled them from other configs.
-
-
-
-
- R="rnd(2)",
- G="tan(s*t)",
- B="sin(s)",
-
- /* The RGB values are the color of the mesh. The rnd function is what gives
- the mesh it's shimmering look. */
-
- // Window size and position
- widt=490,heig=360,
-
- ConL=1,ConB=1,
-
-
- Fall=".6",
-
- X="15",
- Y="165 * ( dt - .5 ) * c1 - abs(cos( sgn( s - .5 ) * c0 ) * d0)",
- Z="165 * ( s - .5 ) * ( c0 ) + c1 * d0",
-
- //Most of the above XYZ code was pulled from Artic Fox Memories.
-
- Scal="900",
-
- ScSz=1,
- Pers="200",
- Vers=30
-
-