Obj0A_WobbleData: dc.b 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2 dc.b 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 3 dc.b 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2 dc.b 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, -1, -1 dc.b -1, -1, -1, -2, -2, -2, -2, -2, -3, -3, -3, -3, -3 dc.b -3, -3, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 dc.b -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 dc.b -4, -4, -4, -4, -4, -3, -3, -3, -3, -3, -3, -3, -2 dc.b -2, -2, -2, -2, -1, -1, -1, -1, -1 dc.b 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2 dc.b 2, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4, 3 dc.b 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2 dc.b 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, -1, -1 dc.b -1, -1, -1, -2, -2, -2, -2, -2, -3, -3, -3, -3, -3 dc.b -3, -3, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 dc.b -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4, -4 dc.b -4, -4, -4, -4, -4, -3, -3, -3, -3, -3, -3, -3, -2 dc.b -2, -2, -2, -2, -1, -1, -1, -1, -1
OBJ0A wobbledata... whats the format?
Started by Lips2k8, 17 Feb 2010 09:04 PM
2 replies to this topic
#1
Posted 17 February 2010 - 09:04 PM
As the title says I am trying to make a heat haze effect using the lz ripple deformation code - its really quite simple but looks really effective however I want to Experiment a little more and was wondering if anybody knows/understands how the format of the wobble data works? I will post the wobbledata code for easy referance...
#2
Posted 17 February 2010 - 09:44 PM
Well, that's easy: 0 means 0 pixel, 1 means one pixel, -1 means -1 pixel, etc.
There's one value per line, so the first 6 lines aren't shifted, the next fives move 1 pixel right, the next 7, 2 pixels right, etc.
If I remember correctly, negative values can be replaced by their hex value (-1=FF, -2=FE, etc).
The code of the first background of sandopolis may be interesting for your heat haze effect as well.
There's one value per line, so the first 6 lines aren't shifted, the next fives move 1 pixel right, the next 7, 2 pixels right, etc.
If I remember correctly, negative values can be replaced by their hex value (-1=FF, -2=FE, etc).
The code of the first background of sandopolis may be interesting for your heat haze effect as well.
Edited by SpirituInsanum, 17 February 2010 - 09:45 PM.
#3
Posted 17 February 2010 - 10:20 PM
SpirituInsanum, on Wednesday 17th February 2010, 9:44 pm, said:
Well, that's easy: 0 means 0 pixel, 1 means one pixel, -1 means -1 pixel, etc.
There's one value per line, so the first 6 lines aren't shifted, the next fives move 1 pixel right, the next 7, 2 pixels right, etc.
If I remember correctly, negative values can be replaced by their hex value (-1=FF, -2=FE, etc).
The code of the first background of sandopolis may be interesting for your heat haze effect as well.
There's one value per line, so the first 6 lines aren't shifted, the next fives move 1 pixel right, the next 7, 2 pixels right, etc.
If I remember correctly, negative values can be replaced by their hex value (-1=FF, -2=FE, etc).
The code of the first background of sandopolis may be interesting for your heat haze effect as well.
Awesome - thank you... I have made a seperate data file so that my lz wobble and my ghz wobble are different.
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