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Old 02-16-2007, 11:44 PM   #2
shillingworth
A Predatory Creeper
 
Join Date: Dec 2002
Server: Bertoxxulous
Posts: 251
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Nice idea there. I've been playing with several ideas myself with the way EQ reads the target ring, havn't used many. So far i've been able to get all of the basic shapes just by calculating the wrap of the ring and deforming the texture to cancel the curve to a certain degree.

Some of the tricks I've found so far is, use can use TextureScale settings above .9 to wrap the ring back onto itself. 1.9 does a full wrapping. Anything about 12 will cause it to wrap the vertexes into a 3D shape, though I've yet to figure out the logic behind the vertex placement (i've been using 64 vertexes in most of my experiments). I did notice if you double the height of a sideways ring (sideways to EQ) you can use the alpha layer to force it to load seperate layers, each layer has to be 180 degrees out of sync for them to orient properly.
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