= Citat =:
Izvorno postao DragonSoul
znaci da sam dobro postavio osvjetljenje i boju zidova. 8)
thx
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= Citat =:
Izvorno postao DragonSoul
znaci da sam dobro postavio osvjetljenje i boju zidova. 8)
thx
Ja najbolje spavam u mraku. :D= Citat =:
Izvorno postao Barathrum
Inače, svaka čast!
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Izvorno postao C
a pa svi najbolje spavamo u mraku :D
http://img217.imageshack.us/img217/488/cvdm5.jpg
jos zastore, moram malo srediti rucke na ormaru predebele su, i postaviti staklo na prozore i malo smanjiti color exposure na slici grada i podici malo pokrivac usao mi je malo u tebih pa ruzno izgleda.
mislim da cu napravit i neki vezani stolnjak mali za ormar i staviti ili cvijece u vazi gore ili sat i sliku iznad.
Odlicno, jos kad sredis sve ovo sto si naveo bit ce fenomenalno. :)
Odlican rad nema šta..
= Citat =:
Izvorno postao downforce3d
ja zaboravio potpuno...
http://fc68.deviantart.com/fs38/f/20...4a55538309.jpg
zastori mi se mal ne svidjaju al ajd... vjezbat, vjezbat treba.
mislio sam enst jednostavno napravit za sljedece, tipa salice, caj, malo fumefx dima i šolju :D
zmaj na ormaru nisam radio ja.
http://fc03.deviantart.com/fs39/f/20...dead26be5a.jpg
3ds max9
razmisljam dal da uploadam na net materijal za vino, cini mi se da sam napravio vrlo dobar materijal za tekucinu.
Hmm, vidim horizontalne crte u vinu. Jeli to do tog tvog meterijala vina, ili do čaše? :roll:
Samo daj, odlično si ovo napravio, svaka čast :bravo:= Citat =:
Izvorno postao Barathrum
:rotfl:= Citat =:
Izvorno postao C
to je refleksija scene, kutije u kojoj su case i nema veze do vina vec do stakla :D
thx= Citat =:
Izvorno postao Sceleton
budem onda uploadao na vraymaterials.de
http://img234.imageshack.us/img234/2...dfdroomrq1.jpg
dosad ovo ce biti najdetaljnija kuhinja koju sam bar ja vidio.
stvar je sto namjestaj je custom made sto znaci dobio sam fotke tako d nemogu sa neta ista drpit da ubrzam rad i relativno ide jako polako i sporo sve.
uticnice su u full detaljima, od spojeva do zicica gore i dolje, utora..etc etc...
prozor ima sve dijelove, kao i pravi, znaci sarafi, matice, rucka za spojnicama detalja plastike gore, urezi za stakla, drzaci prozora pri otvaranja...bla bla bla da ne nabrajam 3 sata sam ga radio i mislim da mi je uvrh glave prozora. rolete su kapci, znaci na vanjskom zidu. radi se o kuchi, ne stanu, jer lakse mi je kao na stanovima napraviti rolete nego drvene kapke ali ajd sto je tu je.
vrata su sva isto detaljizirana od sarafcica, kvake, igle koja drzi kvaku, utora za kljuc, spojnica vrata jer su ipak spajana od 4 daske...etc etc...sutra na red dolaze karnishne i plinske cijevi. nakon tga kuhinjski namjestaj i objedavaoni i svjetla. nadam se samo da ce nakon svega moje racunalo moci podnijeti svu kolicinu materijala, refleksije ir efrakcije jer vecon interijeri s ne rade u tolike detalje ni upola toliko detalja da se vrata rade po 2-3-4 sata.ali cijena je paprena :rambo:
Svaka čast, iako ne razumijem zašto skoro svaki atom modeliraš! Oberi onog kome radiš, i uzmi si jači komp.
Btw, zašto postaš tak šta u 6h ujutro i nisi valjda cijelu novu godinu modelirao kuhinju??
Ti pravio, ili ti kopirao, pa ćeš praviti? :?= Citat =:
Izvorno postao Barathrum
Tako mi djeluje tvoja rečenica...
Bolje cijelu novu godinu modelirati, nego ići po birtijama, biti van svoje kontrole, plus što ćeš naiebati možda od nekog sporednog debila, itd.= Citat =:
Izvorno postao DragonSoul
I, da, ja uvijek kada sam modelirao, modelirao sam od kasno na večer, do jutra. Možda je i on takav tip. Ja kada idem preko dana modelirati, onda sam napet, a preko noći već sam opušten i razmišljam o drugim stvarima, pa ni ne skužim kada nešto izmodeliram. :)
Šta da kažem, ja sam cijelu noć kodirao svoj projekt :rotfl:
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Izvorno postao DragonSoul
Šta su ti informatičari. :D= Citat =:
Izvorno postao DragonSoul
Danju rade, noću tipkaju. :D
Nikada ne spavaju. XD
Ma da, pravi se javlja...
Ja sam radio na svom projektu... :oops:
Al' smo panjevi, ovaj modelira kuhinju za novu godinu, ti kodiraš neki svoj projekt na novu godinu, ja radim na svom projektu za novu godinu...ako tako nastavimo drugovi, biti ćemo kao babe. Nećemo od 0-24 plesti, šivati i vesti, nego ćemo tipkati i klikati. :hangin:
Ali nema veze, sve ti je to isto. Znam ja to po sebi. Radim u fušu kao redatelj meksičke sapunice, zamisli s time provesti novu godinu. Ne, nisam ja s time, lažem, ali to ti dođe isto. Kada pukneš, tamo baciš papire, ovdje baciš monitor. Velim, sve je to isto. Sve je to korak do ludila. Ali ne treba plakati što je prošla stara godina, nego treba plakati jer je došla nova godina, nova osvajanja i još veći gubici.
Nvrmnd, buncam...laku noć... :hangin:
Heh, meni se ne spava :rotfl:
Kako mi je netko rekao, živim na kredit XD
Ha, samo što je naše korisnije od raznih krpenih... ehmmmm... krpa O_o= Citat =:
Izvorno postao C
O tome se dade raspravljati.
Da vidiš kada meni mama dođe pa počne kljuc, kljuc, kljuc po mom mozgu kako sam od 0-24 na PC-u, pa onda i ja njoj počnem kljucati kako ona od 0-24 plete, šije, veze i te gluparije. Joj da vidiš kakva to bude rasprava frende. Nikada joj nema kraja, svatko poteže svoju stranu...
U svemu sam ju dobio, jedino ne znam šta da rečem kada mi kaže kako od PC-a nemam ništa, a ona kao pletenjem sebi nešto isplete, pa ima, nosi, obuče, a ja kao ne postižem ništa što sam na PC-u od 0-24.
Dokazano je, da je 91% ovog foruma pijano i/ili da sada spavaju (na novu godinu). Pitam se kojima ja pripadam.
I zaboravio si 0.3% koji radne na svojim projektima. A što se tiče rasprave:
Code:while(1)
{
C.brain.TakeDamage(mamaC.mouth.Speak(Type.Nonsense));
mamaC.Ignore(C);
if(mamaC.brain.TakeDamage(C.mouth.Speak(Type.Nonsense)))
printf("Fatal bug, ignore make it impossible to take no damage.");
C.mouth.Shout(mamaC);
mamaC.brain.TakeDamage(C.mouth.shout(Type.VLoud);
printf("kljuc kljuc kljuc ");
}
He, he. :D
Znači, takve ti projekte vrtiš za novu godinu. :P
E, daj mi samo odgovori molim te kolega, koji je ovo programski jezik? Dobro pogledaj.
Code:/* chain_maker_pm.a8s */
/* This script builds an interlocking chain of torii that follows
paths specifically named chainpath.
Parametric plugin scripts seems to have a couple of "features"
that make this inconvenient to use:
1) You must click in the editor window to activate the script:
a) this de-selects anything you had previous selected
forcing you to go to the trouble of having to name the path(s)
you want to follow so the script can find it
b) it seems to automatically set the origin of the parametric
shape wherever you clicked forcing you to move the shape to where
you want it rather than to the origin of the path(s) you want.
Select the path you want a chain to follow and pre-pend the word
"chain" to it. For example: rename "path01" to "chainpath01"
The script uses the techniques shown in R. Steven Glanville's
demo script "spine.txt".
It also borrows from Tyson Collins's "torus_plugin.an8"
NickE
*/
#plugin("object", "mesh", "Chain");
#parameter("link_1_sides", int, 12, 3, 16);
#parameter("link_1_segments",int, 12, 4, 16);
#parameter("link_1_segment_radius", int, 2, 1, 16);
#parameter("link_1_inner_radius", int, 5, 1, 30);
#parameter("link_1_elongation", int, 5, 0, 50);
#parameter("link_2_sides", int, 12, 3, 16);
#parameter("link_2_segments",int, 12, 4, 16);
#parameter("link_2_segment_radius", int, 2, 1, 16);
#parameter("link_2_inner_radius", int, 5, 1, 30);
#parameter("link_2_elongation", int, 5, 0, 50);
#return($chain);
#button(20, 25, 2,
0x0000000000, 0x0000000000, 0x0000075252, 0x000004555a, 0x0000047756,
0x0000045552, 0x0000075552, 0x0000000000, 0x0000000000, 0x00000393a8,
0x000002a928, 0x000003b938, 0x0000022928, 0x0000022928, 0x0000000000,
0x0000000000, 0x0000000000, 0x000001f9f8, 0x0000010908, 0x0000011f88,
0x0000010908, 0x000001f9f8, 0x0000000000, 0x0000000000, 0x0000000000);
shape $chain;
object $curObject;
shape $shape, $shapes[0], $childShapes[1];
int $numSplines,$ii,$jj;
point3 $p0, $p1;
quaternion $q0;
int $sides[2],$segments[2],$swap,$segment,$lastsegment,$cursegment,$i;
int $numlinks,$ll,$firstsegment;
int $elongation[2],$halfsegments[2];
float $segment_radius[2],$inner_radius[2],$angle;
point3 $vertex[100];
point3 $p;
int $vertexindex[100];
int $mod;
string $shapename;
$sides[0]S= parameter("link_1_sides"); /* more makes smoother walled links */
$segments[0]S= parameter("link_1_segments"); /* more makes more circular links */
$halfsegments[0]S= $segments[0]S/ 2;
$segment_radius[0]S= parameter("link_1_segment_radius"); /* the thickness of the link */
$inner_radius[0]S= parameter("link_1_inner_radius"); /* from the center of walls across the "hole" of the link */
$elongation[0]S= parameter("link_1_elongation"); /* the elongation factor */
$sides[1]S= parameter("link_2_sides"); /* more makes smoother walled links */
$segments[1]S= parameter("link_2_segments"); /* more makes more circular links */
$halfsegments[1]S= $segments[0]S/ 2;
$segment_radius[1]S= parameter("link_2_segment_radius"); /* the thickness of the link */
$inner_radius[1]S= parameter("link_2_inner_radius"); /* from the center of walls across the "hole" of the link */
$elongation[1]S= parameter("link_2_elongation"); /* the elongation factor */
/* actual hole radius is $inner_radius[]S- $segment_radius[]S
Make sure to set ($inner_radius[]S- $segment_radius[]S+ $elongation[]) >= (2 * $segment_radius[])
or you will have overlap
If the difference between the $inner_radius[]Sand the $segment_radius[]Sis large
and the path length is low, you will get links spacing overlap
*/
$curObject = project.curObject;
$curObject.GetShapes($childShapes);
$shapes.size = 0;
while ($childShapes.size > 0)
$shapes.push($childShapes.pop());
while ($shapes.size > 0) {
$shape = $shapes.pop();
$shapename=$shape.name;
if ($shape.GetKind() == SHAPE_KIND_PATH && $shapename.SubString(0,8) == "chainpath") {
$chain.Open();
$numSplines = $shape.GetNumSplines();
for $ii = 0 to $numSplines - 1 do {
spline $spline;
float $length, $t;
int $num, $prev;
float4x4 $xformMat;
$spline = $shape.GetSpline($ii);
$length = $spline.GetLength();
$num = 2 * ($length / (((2*$inner_radius[0]) - (2*$segment_radius[0]) + ($elongation[0])) + ((2*$inner_radius[1]) - (2*$segment_radius[1]) + ($elongation[1]))));
/* the denominator above sets the relationship of the links */
for $jj = 0 to $num do {
$t = $jj/($num*1.0);
$p0 = $spline.Eval($t);
$q0 = $spline.Orientation($t);
$xformMat = toFloat4x4($q0);
$mod = ($jj % 2);
for $i = 0 to $sides[$mod]-1 do
{
if (($jj % 2) == 0) {
$vertex[$i].x = cos((2*3.14159*$i)/$sides[$mod])*$segment_radius[$mod]S+ $inner_radius[$mod];
$vertex[$i].y = sin((2*3.14159*$i)/$sides[$mod])*$segment_radius[$mod];
$vertex[$i].z = 0.0;
} else {
$vertex[$i].z = cos((2*3.14159*(($sides[$mod]-1)-$i))/$sides[$mod])*$segment_radius[$mod]S+ $inner_radius[$mod];
$vertex[$i].x = sin((2*3.14159*(($sides[$mod]-1)-$i))/$sides[$mod])*$segment_radius[$mod];
$vertex[$i].y = 0.0;
}
}
$vertexindex[$sides[$mod]+1]S= $vertexindex[0];
$lastsegment = 0;
$cursegment = $segments[$mod]+1;
for $segment = 0 to $halfsegments[$mod]Sdo
{
$angle = (2*3.14159)*($segment * (1.0/$segments[$mod]));
for $i = 0 to $sides[$mod]-1 do
{
if (($jj % 2) == 0) {
$p.y = $vertex[$i].y;
$p.z = cos($angle)*$vertex[$i].z + sin($angle)*$vertex[$i].x + ($elongation[$mod]/2.0);
$p.x = -sin($angle)*$vertex[$i].z + cos($angle)*$vertex[$i].x;
$p1 = $xformMat.Project($p) + $p0;
} else {
$p.x = $vertex[$i].x;
$p.z = cos($angle)*$vertex[$i].y + sin($angle)*$vertex[$i].z + ($elongation[$mod]/2.0);
$p.y = -sin($angle)*$vertex[$i].y+ cos($angle)*$vertex[$i].z;
$p1 = $xformMat.Project($p) + $p0;
}
$vertexindex[$cursegment + $i]S= $chain.AddPoint($p1);
if ($i==0 && $segment==0) {
$firstsegment=$vertexindex[$cursegment];
}
}
$vertexindex[$cursegment + $sides[$mod]]S= $vertexindex[$cursegment];
if ($segment != 0) {
for $i = 0 to $sides[$mod]S- 1 do
{
$chain.OpenFace(0, 0);
$chain.VertexN($vertexindex[$lastsegment + $i]);
$chain.VertexN($vertexindex[$cursegment + $i]);
$chain.VertexN($vertexindex[$cursegment + $i + 1]);
$chain.VertexN($vertexindex[$lastsegment + $i + 1]);
$chain.CloseFace();
}
}
$swap = $lastsegment;
$lastsegment = $cursegment;
$cursegment = $swap;
}
for $segment = $halfsegments[$mod]Sto $segments[$mod]Sdo
{
$angle = (2*3.14159)*($segment * (1.0/$segments[$mod]));
for $i = 0 to $sides[$mod]-1 do
{
if (($jj % 2) == 0) {
$p.y = $vertex[$i].y;
$p.z = cos($angle)*$vertex[$i].z + sin($angle)*$vertex[$i].x - ($elongation[$mod]/2.0);
$p.x = -sin($angle)*$vertex[$i].z + cos($angle)*$vertex[$i].x;
$p1 = $xformMat.Project($p) + $p0;
} else {
$p.x = $vertex[$i].x;
$p.z = cos($angle)*$vertex[$i].y + sin($angle)*$vertex[$i].z - ($elongation[$mod]/2.0);
$p.y = -sin($angle)*$vertex[$i].y + cos($angle)*$vertex[$i].z;
$p1 = $xformMat.Project($p) + $p0;
}
$vertexindex[$cursegment + $i]S= $chain.AddPoint($p1);
}
$vertexindex[$cursegment + $sides[$mod]]S= $vertexindex[$cursegment];
if ($segment != 0) {
for $i = 0 to $sides[$mod]S- 1 do
{
$chain.OpenFace(0, 0);
$chain.VertexN($vertexindex[$lastsegment + $i]);
$chain.VertexN($vertexindex[$cursegment + $i]);
$chain.VertexN($vertexindex[$cursegment + $i + 1]);
$chain.VertexN($vertexindex[$lastsegment + $i + 1]);
$chain.CloseFace();
}
}
$swap = $lastsegment;
$lastsegment = $cursegment;
$cursegment = $swap;
}
for $i = 0 to $sides[$mod]-2 do {
$chain.OpenFace(0, 0);
$chain.VertexN($vertexindex[$lastsegment + $i]);
$chain.VertexN($firstsegment + $i); /* changed */
$chain.VertexN($firstsegment + $i+1); /* changed */
$chain.VertexN($vertexindex[$lastsegment + $i+1]);
$chain.CloseFace();
}
$chain.OpenFace(0, 0);
$chain.VertexN($firstsegment); /*changed*/
$chain.VertexN($vertexindex[$lastsegment]);
$chain.VertexN($vertexindex[$lastsegment + $sides[$mod]-1]);
$chain.VertexN($firstsegment + $sides[$mod]-1);
$chain.CloseFace();
}
}
$chain.Close();
}
}
Code:shape $myShape;
float $diameter;
float $y;
int $counter;
int $i;
$myShape = cube();
$myShape.loc = (30, 0, 0);
$myShape = cube(15, 3);
$myShape.loc = (10, 0, 0);
$myShape = cube();
$myShape.loc = (-10, 0, 0);
$myShape.xsize = 12;
$myShape.xdivisions = 20;
$myShape.ysize = $myShape.xsize/2;
$myShape.ydivisions = $myShape.xdivisions - 5;
$myShape.zsize = $myShape.ysize + 0.5;
$myShape.zdivisions = $myShape.ydivisions/2;
Code:/* array_2.txt */
point3 $locs[9], $loc;
int $i, $j;
shape $myshape;
for $i = 0 to 2 do
for $j = 0 to 2 do
$locs[$i*3 + $j]S= (($i - 1)*20, ($j - 1)*20, 0);
$locs.size = 4;
for $i = 0 to $locs.size - 1 do {
$myshape = sphere(10);
$myshape.loc = $locs[$i];
}
for $i = 0 to 3 do
$locs.push(($i*20, 30, 0));
for $i = 0 to $locs.size - 1 do {
$myshape = sphere(5);
$locs[$i].y = $locs[$i].y + 9;
$myshape.loc = $locs[$i]S+ (7, 2, 0);
}
while ($locs.size) {
$loc = $locs.pop();
$myshape = sphere(3);
$myshape.loc = $loc + (5, 4, 3);
}
$myshape = sphere($locs.size + 1);
Code:shape $myShape;
float $diameter;
float $y;
int $counter;
int $i;
$myShape = sphere(12 + 7.5 + 0.5);
$myShape.loc = (30, 0, 0);
$diameter = 5.0;
$i = 33;
$myShape = sphere($diameter);
$myShape.loc = (-30, 40, 0);
for $i = 1 to 10 do {
$myShape = sphere($diameter);
$y = $i + $i + $i + $i + $i + 1.0;
$myShape.loc = (-40, $y, 0);
}
$myShape = sphere(5);
$myShape.loc = (-30, 0, 0);
$myShape = sphere(7.5);
$myShape.loc = (-15, 0, 0);
$myShape = sphere(10, 30 + 2, 16);
$myShape.loc = (0, 0, 0);
$myShape = sphere(10.0 + 4.2856);
$myShape.loc = (15, 0, 0);
refresh();
view("ortho");
renderer("Scanline");
render();
Code:/* This is a textured primitive plugin created by Kevinaz and Llyr Carter */
#plugin("object", "mesh", "K_Hair");
#button(24, 24, 2, 0x0000000000, 0x0000000000, 0x0000000038, 0x0000000038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x00003fe038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000202038, 0x0000000038, 0x0000000038, 0x0000000010, 0x0000000000, 0x0000000000, 0x0000000000);
#parameter("x_scale",float,1.0,0.0,100.0,scale,scale_x);
#parameter("y_scale",float,1.0,0.0,100.0,scale,scale_y);
#parameter("z_scale",float,1.0,0.0,100.0,scale,scale_z);
#parameter("Create texture",int,1,0,1);
#parameter("Create material",int,1,0,1);
#parameter("Set texture",int,1,0,1);
#parameter("Apply material",int,1,0,1);
#return($returnShape);
point3 $currentPoint;
float $x_scale, $y_scale, $z_scale;
int $createTexture;
int $createMaterial;
int $setTexture;
int $applyMaterial;
$x_scale = parameter("x_scale");
$y_scale = parameter("y_scale");
$z_scale = parameter("z_scale");
$createTexture = parameter("Create texture");
$createMaterial = parameter("Create material");
$setTexture = parameter("Set texture");
$applyMaterial = parameter("Apply material");
shape $returnShape;
$returnShape.Open();
object $curObject;
$curObject = project.curObject;
material $currentMaterial;
int $matIndex;
int $matIndexList[0];
string $matList[0];
int $matCounter;
texture $curTexture;
$matIndex = 0;
$currentMaterial = $curObject.LookupMaterial("K_Hair");
if($currentMaterial == NULL && $createMaterial)
{
$currentMaterial = $curObject.NewMaterial("K_Hair");
$currentMaterial.Ka = 0.700000;
$currentMaterial.Kd = 0.700000;
$currentMaterial.Ks = 0.200000;
$currentMaterial.Ke = 0.000000;
$currentMaterial.alpha = 1.000000;
$currentMaterial.roughness = 32.000000;
$currentMaterial.brilliance = 1.000000;
$currentMaterial.LockAmbiantDiffuse = 1;
$currentMaterial.Marked = 0;
$currentMaterial.ambient = (0.000000,0.000000,0.000000);
$currentMaterial.diffuse = (0.000000,0.000000,0.000000);
$currentMaterial.specular = (0.000000,0.000000,0.000000);
$currentMaterial.emissive = (0.000000,0.000000,0.000000);
$currentMaterial.SetBlendMode(TEXTURE_SPECULAR,0);
$currentMaterial.SetAlphaMode(TEXTURE_SPECULAR,0);
$currentMaterial.SetBlendMode(TEXTURE_TRANSPARENCY,0);
$currentMaterial.SetAlphaMode(TEXTURE_TRANSPARENCY,0);
$currentMaterial.SetBlendMode(TEXTURE_BUMPMAP,0);
$currentMaterial.SetAlphaMode(TEXTURE_BUMPMAP,0);
}
if($currentMaterial != NULL)
$curTexture = $currentMaterial.GetTexture(TEXTURE_SPECULAR);
if($curTexture == NULL || $currentMaterial == NULL)
{
$curTexture = project.LookupTexture("K_Hair_Texture");
if($curTexture != NULL && $currentMaterial != NULL && $setTexture)
{
$currentMaterial.SetTexture(TEXTURE_SPECULAR,$curTexture);
}
}
if($curTexture == NULL && $createTexture)
{
$curTexture = project.NewTexture("K_Hair_Texture");
$curTexture.InvertImage = 0;
$curTexture.SetFileName(project.GetDirectory(DIRECTORY_SCRIPT) + "\\K_Hair_Texture.gif");
}
if($currentMaterial != NULL)
$curTexture = $currentMaterial.GetTexture(TEXTURE_TRANSPARENCY);
if($curTexture == NULL || $currentMaterial == NULL)
{
$curTexture = project.LookupTexture("K_Hair_Texture");
if($curTexture != NULL && $currentMaterial != NULL && $setTexture)
{
$currentMaterial.SetTexture(TEXTURE_TRANSPARENCY,$curTexture);
}
}
if($currentMaterial != NULL)
$curTexture = $currentMaterial.GetTexture(TEXTURE_BUMPMAP);
if($curTexture == NULL || $currentMaterial == NULL)
{
$curTexture = project.LookupTexture("K_Hair_Texture");
if($curTexture != NULL && $currentMaterial != NULL && $setTexture)
{
$currentMaterial.SetTexture(TEXTURE_BUMPMAP,$curTexture);
}
}
if($currentMaterial != NULL && $applyMaterial)
{
$matIndex = $returnShape.AddMaterial($currentMaterial);
$matIndexList.push($matIndex);
$matList.push($currentMaterial.name);
}
$currentPoint.x = -3.758300 * $x_scale;
$currentPoint.y = -63.597000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = -54.071999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = -40.554001 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = -27.035999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = -13.518000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = 0.000000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = 13.518000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = 27.035999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = 40.554001 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = 54.071999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -4.188300 * $x_scale;
$currentPoint.y = 67.589996 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 3.984100 * $x_scale;
$currentPoint.y = -63.597000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = -54.071999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = -40.554001 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = -27.035999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = -13.518000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = 0.000000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = 13.518000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = 27.035999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = 40.554001 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = 54.071999 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 4.188300 * $x_scale;
$currentPoint.y = 67.589996 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -2.031600 * $x_scale;
$currentPoint.y = -67.589996 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 2.257400 * $x_scale;
$currentPoint.y = -67.589996 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = -3.186900 * $x_scale;
$currentPoint.y = -65.949997 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 3.341500 * $x_scale;
$currentPoint.y = -65.949997 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$currentPoint.x = 0.000000 * $x_scale;
$currentPoint.y = -68.042000 * $y_scale;
$currentPoint.z = 6.094000 * $z_scale;
$returnShape.AddPoint($currentPoint);
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.103000)));
$returnShape.VertexN(1);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.202660)));
$returnShape.VertexN(2);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.202660)));
$returnShape.VertexN(13);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.103000)));
$returnShape.VertexN(12);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.202660)));
$returnShape.VertexN(2);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.302330)));
$returnShape.VertexN(3);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.302330)));
$returnShape.VertexN(14);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.202660)));
$returnShape.VertexN(13);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.302330)));
$returnShape.VertexN(3);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.402000)));
$returnShape.VertexN(4);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.402000)));
$returnShape.VertexN(15);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.302330)));
$returnShape.VertexN(14);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.402000)));
$returnShape.VertexN(4);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.501660)));
$returnShape.VertexN(5);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.501660)));
$returnShape.VertexN(16);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.402000)));
$returnShape.VertexN(15);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.501660)));
$returnShape.VertexN(5);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.601330)));
$returnShape.VertexN(6);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.601330)));
$returnShape.VertexN(17);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.501660)));
$returnShape.VertexN(16);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.601330)));
$returnShape.VertexN(6);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.701000)));
$returnShape.VertexN(7);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.701000)));
$returnShape.VertexN(18);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.601330)));
$returnShape.VertexN(17);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.701000)));
$returnShape.VertexN(7);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.800670)));
$returnShape.VertexN(8);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.800670)));
$returnShape.VertexN(19);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.701000)));
$returnShape.VertexN(18);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.800670)));
$returnShape.VertexN(8);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.900330)));
$returnShape.VertexN(9);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.900330)));
$returnShape.VertexN(20);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.800670)));
$returnShape.VertexN(19);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.900330)));
$returnShape.VertexN(9);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,1.000000)));
$returnShape.VertexN(10);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,1.000000)));
$returnShape.VertexN(21);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.900330)));
$returnShape.VertexN(20);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.119550,0.015420)));
$returnShape.VertexN(24);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.051330,0.032770)));
$returnShape.VertexN(0);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.000000,0.103000)));
$returnShape.VertexN(1);
$returnShape.TexCoordN($returnShape.AddTexCoord((1.000000,0.103000)));
$returnShape.VertexN(12);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.975610,0.032770)));
$returnShape.VertexN(11);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.898910,0.015420)));
$returnShape.VertexN(25);
$returnShape.CloseFace();
$returnShape.OpenFace($matIndex,FACE_HAS_TEXCOORDS);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.500000,0.000000)));
$returnShape.VertexN(26);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.257470,0.003330)));
$returnShape.VertexN(22);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.119550,0.015420)));
$returnShape.VertexN(24);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.898910,0.015420)));
$returnShape.VertexN(25);
$returnShape.TexCoordN($returnShape.AddTexCoord((0.769480,0.003330)));
$returnShape.VertexN(23);
$returnShape.CloseFace();
$returnShape.Close();
To je skriptni jezik Anim8ora. Izdala te ekstenzija filea u samom vrhu.
= Citat =:
Izvorno postao C
modeliram zato i kazem da ce biti najdetaljnija jer se trazi, mislim mogao sam drugim nacinom ali u nekom lijenom stanju sam mogao sam teksture pravit i alfa mapa za bump al neeeeeeeeda mi seeeee ni otvoriti photoshop pa cusve rucno, jednostavnije je al duze.
pa ono, zaspao sam u 18h, probudio se u 3h ujutro, rekoh a sto sad, napravio salicu kave citao 3 knjigu tuga, sjecanje i trn sage, sjeo za racunalo otvorio max, pustio rock radio na media playeru i mic i po mic do nedavno, do sad sam igrao archlord i sad idem u krapinu bavit se malo fotoaparatom do navece sam opet nazad u osijeku.
nova godina meni ko stara, nista se nije promjenilo nemam razloga ni slaviti kad sam takav nikakav, zapravo nisam znao sto bih slavio?! trenutacno stedim novac za novim i dodatnim obrazovanjem opet tojest htio bih sve svoje znanje a tomu i zivot posvetiti a to je specijalizacija za dizajnera interijera, iskustva vec imam, nesto klijenata, posla uvijek ima, a usput sam graf. dizajner pa je to peterostruka prednost jer ne trebam nista slat na obradu u neki kvazi dizajn studio.
boom! :evil:
sretna nova svima. :kill:
Nije mene ništa izdalo, zeznuo si se i nisi mi odgovorio na pitanje. Znam da su to skripte za Anim8or i namjerno sam ih kopirao ovdje, no kada bi ja primjerice trebao napisati svoju skriptu za Anim8or, koji jezik bi trebao upotrijebiti? Programski jezik Anim8or ne postoji!= Citat =:
Izvorno postao DragonSoul
Dakle, koji je to programski jezik? C#, C++, etc.? Koji je.
BTW Zato sam i rekao da dobro pogledaš, da ne lupiš neku glupost. :)
Ne, to je njegov skriptni jezik.
Ima sličnosti sa C jezicima (C, C++, C#...) ali nije niti jedan od njih.
S(http://www.anim8or.com/scripts/index.html)= Citat =:
As of v0.95 Anim8or supports a scripting language currently called ASL for "Anim8or Scripting Language" (until I can think of a better name for it).
Po onome sto sam vidio najvise slici php-u.
Nisi trebao davati link. Iz njega sam kopirao kodove.
A, kako da ja sada primjerice saznam listu kodova (komande) za ASL?
Edit: OK, našao sam što sam tražio. :thumbs2:
http://www.anim8or.com/scripts/spec/Ani ... guage.html
u pitanju je galerija ne programrianje :D
nego zabrio ja skroz u detalje, toliko sma se ufurao da enmogu prestat hahahaha...
jel previshe i te stvari modleirati? haha boze, boze dat cu sve od sebe da slozim render na kraju da to sve ispadne sto ultra najrealnije uber turbo mega boost realno... :rotfl:
eto prosla me dosada i ljencarenje...
http://img128.imageshack.us/img128/5126/87222210rx5.jpg
nije nista tesko oko toga smao to su detalji koje nitko ne modelira u vizualu, tko je jos vdiio da neki vizual ima cijevi plincke ili endaj boze normalna svjetla ili plinske ventile...ono sto svakodnevno susrecemo nitko ne modelira... e zato bash ja hocu :rotfl:
kako sma nepismen :rotfl:
http://img81.imageshack.us/img81/6146/111nh8.png
jos treba samo sa cijevima pospajati
Detaljnokoholičar. :D
= Citat =:
Izvorno postao C
hehe ova ti je dobra...must remember it :D