This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
colored_xg_sector_lighting_example [2008-09-26 20:11] – [[XG: Colored XG sector lighting example]] moved to [[Colored XG sector lighting example]] over redirect: revert danij | xg:colored_xg_sector_lighting_example [2017-03-22 07:10] (current) – [Randomly flickering yellow light] skyjake | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== XG sector lighting examples ====== | ||
+ | |||
+ | |||
+ | A [[xg: | ||
+ | |||
+ | |||
+ | ===== About XG value functions ===== | ||
+ | |||
+ | |||
+ | To begin with this will look somewhat complicated until you learn what the various symbols in a [[xg: | ||
+ | |||
+ | We suggest you start off with the simpler stuff (such as the //Bright Green// example further down) and then move on from there. | ||
+ | |||
+ | The basic concept is that all sector lighting effects are NOT static even if they appear to be. For example even a sector with a non-animated blue tint is infact animated but the user doesn' | ||
+ | |||
+ | The animation of the light is described using what is called a // | ||
+ | |||
+ | |||
+ | ===== Bright green ===== | ||
+ | |||
+ | |||
+ | This will give the sector a green tint which is defined within (Green fn). You can mix and match (Red, Green and Blue fn) for mixed colors and results. | ||
+ | |||
+ | < | ||
+ | ID = 5010 | ||
+ | | ||
+ | Red fn = " | ||
+ | Green fn = " | ||
+ | Blue fn = " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ===== Red, slowly fading in/out ===== | ||
+ | |||
+ | |||
+ | This creates a slow fading in/out red light (looped) in sectors with the **9006** special. The Blue function is linked directly to the Green function (Blue fn = " | ||
+ | Both **Green fn min tics** and **Green fn max tics** equal //35// meaning that it takes 35 tics (one second) to do a full cycle (from > to < in the function script) and that no random timing occurs. | ||
+ | |||
+ | < | ||
+ | | ||
+ | Green fn = "a > | ||
+ | Green fn min tics = 35 | ||
+ | Green fn max tics = 35 | ||
+ | Blue fn = " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ==== Function script meaning ("a > | ||
+ | |||
+ | |||
+ | Begin at //a// (0). Set the loop start postion //>//. Fade to //a// (0). Fade to //z// (255). Set the loop end position //<//. When the script reaches the end loop postion //<// it loops back to the start loop position //>//. | ||
+ | |||
+ | |||
+ | ===== Slowly fading: blue → red → yellow ===== | ||
+ | |||
+ | |||
+ | This creates a slow fading Blue to Red to Yellow (looped) light in sectors with the **9005** special. It takes 70 tics (two seconds) for each function script to do a full cycle and because the min max values are all the same no randomness occurs. | ||
+ | |||
+ | < | ||
+ | | ||
+ | Red fn = "a > | ||
+ | Red fn min tics = 70 | ||
+ | Red fn max tics = 70 | ||
+ | Green fn = "a > | ||
+ | Green fn min tics = 70 | ||
+ | Green fn max tics = 70 | ||
+ | Blue fn ="a > | ||
+ | Blue fn min tics = 70 | ||
+ | Blue fn max tics = 70 | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ==== Function script meaning ("a > | ||
+ | |||
+ | Begin at //a// (0). Set the loop start postion //>//. Fade to //a// (0). Fade to //z// (255). Fade to //z// (255). Set the loop end position //<//. When the script reaches the end loop postion //<// it loops back to the start loop position //>//. | ||
+ | |||
+ | |||
+ | ===== Randomly flickering yellow light ===== | ||
+ | |||
+ | < | ||
+ | | ||
+ | Red fn = "a > | ||
+ | Red fn min tics = 70 | ||
+ | Red fn max tics = 70 | ||
+ | Green fn = "m > | ||
+ | Green fn min tics = 70 | ||
+ | Green fn max tics = 70 | ||
+ | Blue fn = " | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | ===== See also ===== | ||
+ | |||
+ | * [[xg: | ||
+ | |||
+ | |||