| CODE |
| QUOTE (geniusalz @ Feb 3 2004, 12:41 AM) |
| Any chance of spheres (using normals and whatnot), and ability to 'rotate' spheres? Rotation is around the y-axis, so the effect is the image spinning out of view. |
| QUOTE (fLEx7325 @ Feb 3 2004, 02:32 AM) |
| Nice! Man these z points are complicated to me. Altough I haven't messed around with them yet. |
| QUOTE |
QUOTE (flattspott @ Jan 22 2004, 02:22 PM) Z N TU TV ... I know what L T W an H but what are those for? More specifically, what do they stand for? Like L = Left, T = Top, etc, ect. Z: Position in the Z axis (depth) - 0.0 to 1.0, generally N: "Normal" - defailts to 1.0, use this unless you understand vectors and how these can be used to properly "warp" and image texture. TU: Texture "X" value. 0.0 is the left side, 1.0 is the right side. TV: Texture "Y" value. 0.0 is the top, 1.0 is the bottom. So, at each point, you can determine the exact placement of the image or text at a specific point. |
| QUOTE (geniusalz @ Feb 4 2004, 11:58 AM) |
| BJ: I know you're in the middle of doing the dialog stuff right now, but can you please get the new scrolling option in? i.e. MXM waits for the current animation to complete before moving on to the next item while scrolling, and using triggers can speed up the animation. |