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Scenyx Entertainment Community > Xbox1 Forums > Dashboard Forums > Official Team UIX Forums > User.Interface.X (UIX) Code
midas
I was trying to add an opaque sphere to the globe. I was wanting to render it slightly smaller than the globe.xm so that the continents looked a little "raised". I have knowedge of coding and can navigate the xaps, but am new to UIX. I know I would need a solid sphere to do this and I would make a texture to go on it, but i am clueless on where to obtain this sphere. Could i use the original modded dash orb model and just shrink it and skin it? Here is a REALLY crappy (2 min in paint) mock-up of what i want to do.

user posted image


into this:

user posted image

Any help would be greatly appreciated.

PS - i ws also wondering, where is the code for the "movement" of the modded dash? The way that it kind of floats around the screen?
gasclown
hi, nice sig tongue.gif - you would use the original orb (orbcell-faces) and sclae it down a touch - its usual scale is 43 43 43 so do something like this:
CODE

DEF Globe_backing Transform
 {
  children
  [
   Shape
   {
    appearance Appearance
    {
     material MaxMaterial { name "MenuCell" }
     
    }
    geometry Mesh { url "OrbCell-FACES.xm" }
   }
  ]
  rotation -0.993700 -0.088440 0.068970 -1.576000
  scale 42 42 42 //43 43 43
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -58.220001 -12.680000 29.980000
 }

       DEF Modded_Orb Transform
 {
  children
         [
            Spinner
            {
              rpm 1
              axis 0 2 0
              children
              [
           
                      Shape
                      {
                          appearance Appearance
                          {
                               material MaxMaterial
                               {
                                  name "EggGlowPulse"
                               }
                               
                          }
                          geometry Mesh { url "globe.xm" }
                 
                       }
               ]
              }
         ]  
           
     
  rotation -0.993700 -0.088440 0.068970 -1.576000
  //scale 47.000000 47.000000 47.000000
  scale 0 0 0
  //scale 43.000000 43.000000 43.000000
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -54.880000 -15.100000 29.980000
 }//DEF Modded_Orb Transform


Untested^ but sahould work. also if you pop in the chan ill give ya a globe that is oriented correctly.
gasclown
booo, missed the edit. ^that is not right the transalations for the transforms must be the same use the modded orb translation values for both ie: translation -54.880000 -15.100000 29.980000
midas
I am on campus right now, I have class all day. How often are you in the channel?

I will try to make an apperance tomorrow around now i guess maybe earlier, but your not here so . . . . fuck I am so bad with time zones. So yeah it would be like 5 am there or something . . . . . . .
midas
Well it worked but the Globe_backing is still transparent:

user posted image

Here is straight out the default.xap:

CODE
DEF Globe_backing Transform
{
 children
   [
    Shape
    {
     appearance Appearance
     {
      material MaxMaterial { name "MenuCell" }
     }
     geometry Mesh { url "OrbCell-FACES.xm" }
    }
   ]
rotation -0.993700 -0.088440 0.068970 -1.576000
  scale 42 42 42
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -54.880000 -15.100000 29.980000
}//DEF Globe_backing Transform



DEF Modded_Orb Transform
 {
  children
  [
   
   Spinner
   {
    rpm 1.00
    axis 0 0 2
    children
    [
     Shape
     {
      appearance Appearance
      {
       material MaxMaterial { name "FlatSrfc/PodParts" }
      }
      geometry Mesh { url "globe.xm" }
     }
    ]
   }
   
  ]
  rotation -0.993700 -0.088440 0.068970 -1.576000
  //scale 47.000000 47.000000 47.000000
  scale 0 0 0
  //scale 43.000000 43.000000 43.000000
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -54.880000 -15.100000 29.980000
 }//DEF Modded_Orb Transform


I decideed to got with the pod arm material because the EggCellPulse was too much . . . any suggestions?
PID
Ya.

Map it with a solid xbx perhaps. That way it won't be transparent anymore, as it wont use a dash material. tongue.gif There should be exapmles of using an xbx on a model around here somewhere.
wwwavatar
seems this could be nice w/ nested spinning rings...

or like the prisoner holding rings used in the first c. reeves superman movie... the 2 rings wobbling one on top of the other...


gasclown
you could map it with an xbx like acid says - yoyu could also try it with reflectSurface (will give a lees solid look) this is a way to do it with regular dash mats:

CODE

DEF Globe_backing Transform
{
children
  [
   Shape
   {
    appearance Appearance
    {
     material MaxMaterial { name "PanelBacking_01" }
    }
    geometry Mesh { url "OrbCell-FACES.xm" }
   }
  ]
rotation -0.993700 -0.088440 0.068970 -1.576000
 scale 42 42 42
 scaleOrientation 0.036530 0.975200 0.218400 -0.396500
 translation -54.880000 -15.100000 29.980000
}//DEF Globe_backing Transform

DEF Globe_backing_2 Transform
{
children
  [
   Shape
   {
    appearance Appearance
    {
     material MaxMaterial { name "FlatSrfc/PodParts"  }
    }
    geometry Mesh { url "OrbCell-FACES.xm" }
   }
  ]
rotation -0.993700 -0.088440 0.068970 -1.576000
 scale 42 42 42
 scaleOrientation 0.036530 0.975200 0.218400 -0.396500
 translation -54.880000 -15.100000 29.980000
}//DEF Globe_backing Transform



DEF Modded_Orb Transform
{
 children
 [
 
  Spinner
  {
   rpm 1.00
   axis 0 0 2
   children
   [
    Shape
    {
     appearance Appearance
     {
      material MaxMaterial { name "FlatSrfc/PodParts" }
     }
     geometry Mesh { url "globe.xm" }
    }
   ]
  }
 
 ]
 rotation -0.993700 -0.088440 0.068970 -1.576000
 //scale 47.000000 47.000000 47.000000
 scale 0 0 0
 //scale 43.000000 43.000000 43.000000
 scaleOrientation 0.036530 0.975200 0.218400 -0.396500
 translation -54.880000 -15.100000 29.980000
}//DEF Modded_Orb Transform


if that makes it too dark try with panelbacking_03 instead of _01 wink.gif
midas
I was getting some help from MerDeNoms the other day. I started modifying the transparency values for the materials i was using. It worked but fucked some other shit up in the process. Well here is pics and code of where i am at now, but gas i can't get the reflectsurface to work.

user posted image

CODE
DEF Globe_backing Transform
{
children
 [
  Shape
  {
   appearance Appearance
   {
    material MaxMaterial { name "PanelBacking_01" }
   }
   geometry Mesh { url "OrbCell-FACES.xm" }
  }
 ]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 38 38 38
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -54.880000 -15.100000 29.980000
}//DEF Globe_backing Transform

DEF Globe_backing_2 Transform
{
children
 [
  Shape
  {
   appearance Appearance
   {
    material MaxMaterial { name "MenuCell"  }
   }
   geometry Mesh { url "OrbCell-FACES.xm" }
  }
 ]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 38 38 38
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -54.880000 -15.100000 29.980000
}//DEF Globe_backing Transform


DEF Modded_Orb Transform
{
children
[

 Spinner
 {
  rpm 1.00
  axis 0 0 2
  children
  [
   Shape
   {
    appearance Appearance
    {
     material MaxMaterial { name "AudioCD" }
    }
    geometry Mesh { url "globe.xm" }
   }
  ]
 }

]
rotation -0.993700 -0.088440 0.068970 -1.576000
//scale 47.000000 47.000000 47.000000
scale 0 0 0
//scale 43.000000 43.000000 43.000000
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -54.880000 -15.100000 29.980000
}//DEF Modded_Orb Transform
KyesaRRi
QUOTE
user posted image


That orb is lookin nice anyways, i love how the land is sort of "floating" above the water.

But if thats not what you are looking for then go ahead and change it =P

midas
Thanks. Its almost how i want it need to make the front color on that material a little lighter. I am a perfectionist. And I am also ADD (not really) and will probably change this in a week.

PS - UIX > every other dash

but seriously UIX owns.
midas
OK new problem. I am trying to apply this texture to the Globe_backing_2 Object but I can't get it to work. After many failed attempts I replaced its code with the stock orb code to see if it would work, but it didn't. Then again my stack orb is just blank. This is the xbx that I have on my HD menu icons but I can't get it to work here. This is the code that I was trying to use.

First I tried puting this texture on the MenuCell-FACES.xm, then I tried it with scale 38 38 38 on the Main_pod_backing01-FACES.xm because thats the scale I was using. then i put it on scale 0 0 0 because thats what the stock orb uses. Finally I just copied the children DEF from the stock orb over here. Any ideas?

user posted image

CODE
DEF Globe_backing_2 Transform
{
children
  [
   Shape
   {
    appearance Appearance
    {
     material MaxMaterial { name "MenuCell" }
     texture ImageTexture { url "xbox4.xbx" }
    }
    geometry DEF Main_pod_backing01-FACES Mesh { url "Main_pod_backing01-FACES.xm" }
   }
  ]
  rotation -0.993700 -0.088440 0.068970 -1.576000
  //scale 1.440000 1.440000 1.440000
  scale 0 0 0
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -58.220001 -12.680000 29.980000
}//DEF Globe_backing Transform
BlackWraith
That's not a texture.xbx. That is an xbox4.xbx. Try using something that doesn't have transparency in it.
midas
Well here is where I am at now:

user posted image

with this:

CODE
DEF Globe_backing Transform
{
children
 [
  Shape
  {
   appearance Appearance
   {
    material MaxMaterial { name "MenuCell" }
   }
   geometry Mesh { url "OrbCell-FACES.xm" }
  }
 ]
rotation -0.993700 -0.088440 0.068970 -1.576000
scale 38 38 38
scaleOrientation 0.036530 0.975200 0.218400 -0.396500
translation -54.880000 -15.100000 29.980000
}//DEF Globe_backing Transform


DEF Globe_backing_2 Transform
{
children
  [
   Shape
   {
    appearance Appearance
    {
     material MaxMaterial { name "PanelBacking_01" }
     texture ImageTexture
      {
       url "shell.xbx"
      }     }
    geometry Mesh { url "OrbCell-FACES.xm" }
   }
  ]
  rotation -0.993700 -0.088440 0.068970 -1.576000
  //scale 1.440000 1.440000 1.440000
  scale 38 38 38
  scaleOrientation 0.036530 0.975200 0.218400 -0.396500
  translation -58.220001 -12.680000 29.980000
}//DEF Globe_backing Transform


I turned both of them back on just to see how it would look.

My whole reason for doing this was to
1) Get rid of the continents that you can see in the back of the globe.
2) Put that badass xbox4.xbx in there

Is there anyway that this could be accomplished?
BlackWraith
This might help ya out a little bit biggrin.gif

displaying xbox4.xbx
midas
Thanks!

Now to see if i can get it to work.

But with this i will need to delete my Globe_Backing objects and just rescal the main orb? Well its scale is 0 0 0. How do I make that smaller? Can the scale be negative? Maybe I will just make my globe a little larger. Pics in a few (if it works)
midas
user posted image

boom.

UIX CONTROLS THE GLOBE!!!!! MUAHAHAHHAHAHAHA!!!!!

but for real it looks really nice in person.
MntNDo
Hey you mean you want yours to look like this?

Globe Pic


Check more pics out here
UIX Modded
MntNDo
Sorry should of done this
user posted image
MntNDo
Well this could be better if I had the time to make a texture for it but i'm not in the mood for it so you can do that one lol but its pretty cool, just make 2 orbs like gas said
midas
no.
midas
This is the code I am using in default/default:

CODE
if( dashStyle=="modded" ) { c.Modded_Orb.visible = true;
                  c.Stock_Orb.visible = true; }
else { c.Modded_Orb.visible = false;
             c.Stock_Orb.visible = true; }

I was wondering if there was a was to define the texture for the stock orb outside of the Stock_Orb DEF, maybe like this:

CODE
c.Stock_Orb.texture
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