![]() You can replace the textures of Models/skybox.egg simply by opening the file in a text editor and changing the texture filenames to your files. You can create your own skies with this tool. NOTE: The clouds textures of the skybox were rendered using the Terragen Tool with a handy skybox rendering script. If you need to make the camera move backwards adjust the arm length of the spring arm. Make sure you move your camera in the player view port to be touching the arm. Try moving outside of the room and notice how the clouds seems to stay put. the collision setting of the wall should Block Camera. Once the camera position has been updated in that method, give self.skybox the same position as the camera. This is easy to do since World already has a move method that updates the camera position. A skybox represents a horizon that the user should never be able to reach and pass through, and therefore it needs to move with the user, always keeping the user at its center. Use it to load the skybox model as the member variable self.skybox in your World class, attach it to render and scale it up 200 times. Create a new create_skybox method in your World class. As you can see, this sort of an object is called a skybox. A box like that, with textures depicting a sky already applied, can be found with the name “Models/skybox.egg”. Surround your entire scene with a box that has textures facing the inside to replace the gray color with something interesting. The sky and the world beyond the terrain is still gray and gloomy. Call the following method on the wall panel NodePath the first time you load the model. You will need to enable the transparency effect on the actual model that receives the texture. Load this version of those textures into your Room instead of the previous *.png ones. A new version of the wall_tanned_door and wall_tanned_window with an alpha channel, has been created in the tiff format (extension *.tif). Not all image formats can store an alpha channel along with RGB color information. In this layer, the color white (maximum value) means a opaque surface but the color black (minimum value or 0) means fully transparent. This transparency information is stored in an image layer called an alpha channel. It would be nice to see through those windows to the world outside! To make the glass see-through in your panels, you need to use textures that store a transparency value for each pixel, as well as the Red/Green/Blue (RGB) information. Some of the wall panels have windows on them (namely the window and door panels). setDropOffFactor ( ) # HINT - Loading a 3D sound and attaching it to an object # HINT - Creating a 3D audio manager # Note that 'reference_point' could be the nodepath of a listener's locationĪudio3d = Audio3DManager. Note that for a sound to get localized, the sound has to be stored in a Mono format. Play with different drop off factors and min distance values and see how it affects the sound in the room as you move around. Set the min distance of the sound to 1.2. Then load the sound glenn_launch.wav (from the assets file) and attach it to the television screen. You can use the camera object as the reference point for calculating how far the sound is traveling and therefore how much the volume should drop. First you need to create an instance of an Audio3DManager inside the World. Two obvious advantages are that you get stabilization with every lens, and you don't have to pay for stabilization for every lens.Add some sound to the television broadcast which grows louder as you approach the television set and softer as you move away from it. I don't know if it's been done at all with respect to focus, but some cameras move the sensor instead of optical elements to implement image stabilization. Also, some lenses move the optics a significant distance while focusing, so the camera might need to be fairly deep to cover the necessary range. A disadvantage is that zoom lenses might be difficult or impossible to build. Simplified lens construction (and associated cost reduction and improved reliability) would be one advantage. ![]() If I were to clamp the front of the lens to something stationary and turn the focus ring, it'd be the camera body, including the sensor, that moves, right? I have a EF 50mm f/1.4, and when I turn the focus ring the entire internal barrel seems to move as one unit. Whether you move the lens or the sensor, the important thing is that you're changing the distance between the two.
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