CompuServe Archive

This is an archive of CompuServe forum messages from 1985 to 1995, as saved in transcripts by John Foust.

Search Results (10 messages)

Speedboats.. Message #119585
As some may have inferred from past questions, I have been plunked down in front of a Pentium and forced at pencilpoint to learn graphics, to wit 3D Studio. My second task is the unenviable job of successfully depicting a high- speed watercraft on, of course, realistic water. Does anyone…
I'm not certain I've ever seen those texture maps.. there should only be one material in the PRJ, Asphalt, which only needs ASPHALT.CEL. I will double check. The effect seems to occur especially toward the end of the first forty frames or so (which I threw in, in the most…
Yes, I have tried experimenting, and still it persists. I will now spend the weekend banging my head on my monitor, to see if that helps g. R
The waves glitch sounds -eerily- similar. I wonder. -R
The frames of my corrupted animation are only 30K or so apiece, and a very few of them would be required for you to see the effect of which I am speaking. I shall endeavour to send them to you. I think my surface does not have any shine to…
This "artifact" persists no matter what the output format or other settings. Further, it seems to appear and move rapidly between frames, as the camera pans across the road surface. However, it propogates from the top of the road surface toward the bottom in a raster-like fashion, regardless of the…
Thanks for the reply. Sadly, this glitch is occurring when rendering individual GIF files, and in all resolutions and palette configurations.. the individual GIF frames show this glitch. Any further thoughts?
I have created an Asphalt material, default with an image of road aspalt as texture and bump map entries. I am panning around this road surface, and in certain frames, rendering in any resolution and palette combination, dithering and other settings in any combination produces wild "flashes", jaggy torn blocks…
#109628 Rule-based animations Message #109833
I was originally hoping that collision detection had alredy been implemented, and that I would be patiently told I had been staring it right in the face. I am glad, however, to hear that someone expects to make it possible soon. Thanks, all.
#Rule-based animations Message #109314
Simple question: How can one animate an object (for example a car moving over a terrain) so that the car mesh never passes through the ground mesh? (Thereby simulating a primitive form of gravity, if the car mesh is linked to something below the ground. I think..). Any help would…