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self:setTexcoordScaleOffset(0.5, 1, time*0.05, 0)And if you can do this by using setTexcoordScaleOffset - which effect do the four argument-numbers cause?
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self:setTexcoordScaleOffset(0.5, 1, time*0.05, 0)Code: Select all
shader = "crystal",
shadeTex = "mod_assets/textures/cauldron_soup.tga",
shadeTexAngle = 0,
crystalIntensity = 1,
onUpdate = function(self, time)
self:setParam("shadeTexAngle", time*0.01)
end,That's what I had to do for the magic circle [portal] in my ORRR2 room. But now it's easier. The tools exist, one can animate it in Blender more effectively.minmay wrote:Why don't you just rotate the circle itself?
Blender would be best IMO, but it is certainly possible to script a repeated rotation using the built in transformation functions.THOM wrote:aha....
Again it seems, some day I have to have a look at Blender...

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-- Animation script, called by a timer to update position.
x = 0
y = 0
function ersatzAnimator()
x=x+0.02%4
y=y+0.25%.1
spinner:setPosition(anim_1.x,anim_1.y,x,(math.sin(y)*0.02+0.1),anim_1.level)
endI consider myself a novice at scripting. I started Lua when I started Grimock, so I only have a couple years at it ~part time, as a hobby.THOM wrote:Hey Isaac - that looks interesting.
But I don't understand, how to use this script. Do I have to copy it into the material-definition? Do I have to replace "anim_1" with something?? I can't see something refering to a texture.dss or a model.
And must it not be named "local x = 0 local y = 0" ??
You see: I'm confuded...