Nullsoft AVS Preset 0.2<<< ii - d.s.e. full - tuggummi - let me out - sky rmx >>>
<<< original by tuggummi, remix by vanish/mazzy >>>
<<< spirit - mazzy >>>
<<< remixer's comment >>>
*** "sky" ... yah, looks like morning/evening sky, or maybe like melting plastic. and btw, tugg, piece? we both were an assholes, so maybe let's stop this ignoring war?
<<< original comment >>>
*** well i firstly made this at the begin of the pack. it had 2 dm's synced together to form the cube. then siddhartha teached me a bit about raytracing and i got it to work with one dm alone. but this isn't perfect raytracing, because you can't move the camera at all without breaking the cube up :( something about texturing, atleast what jheriko told me, and he did tell me the solution... i just forgot to save those notes, lol. anyway i managed to mangle it out by experimenting :) (that's just me!) the texture did had some additional effects, like a dm, but it sucked fps and didn't look that good imo. the heavy blur&fade is much better for those squares, which btw. imho. are really nice :) i might use them again if i have a chance. this was originally colored as bright orange, but i noticed i've used a lot of that color in my pack, so i made it this dusty/gray:ish blue instead and i think i made the right decission.
<<< song selection >>>
*** sepultura - old earth
<<< original parts >>>
*** dm
<<< copyright >>>
*** all preset was written by either ivan lychagin or jukka
keskinarkaus
[you rip our codes - we cut your balls]
<<< other people's code >>>
*** effect list function [fifth effect list] by skupers
<<< original pack >>>
*** extra dimension
<<< vanish's/mazzy's/ivan lychagin's mail >>>
*** vanish-x-men@mail.ru$@AVS 2.8+ Effect List Config
$@AVS 2.8+ Effect List Config+>x1=x ; y1=y*asp ; z1=zm ;
3D rotation ;
x2=x1*cy-z1*sy ; z2=x1*sy+z1*cy ;
y2=y1*cx-z2*sx ; z2=y1*sx+z2*cx ;
x3=x2*cz-y2*sz ; y3=x2*sz+y2*cz ;
Vector distances ;
dx=x3 ; dy=y3 ; dz=z2 ;
what shape? (length) ;
k1=1/abs(dx) ;
k2=1/abs(dy) ;
k3=1/abs(dz) ;
k=min(min(k1,k2),k3) ;
specify vector ;
vx=dx*k ;
vy=dy*k ;
vz=dz*k ;
Final conversion ;
x=if(equal(sqr(vz),1),vy,vz) ;
y=if(equal(sqr(vx),1),vy,vx) ;
Alpha Blend ;
ax=(sqrt(sqr(vx)-1)+1) ;
ay=(sqrt(sqr(vy)-1)+1) ;
az=(sqrt(sqr(vz)-1)+1) ;
a1=(ax+ay)-1 ; a2=(ay+az)-1 ; a3=(ax+az)-1 ;
alpha=-(max(max(-a1,-a2),-a3)*3+4.55)*0.85+zm*0.1vol=vol*0.85+getspec(0.5,1,0) ; spd=vol*0.0005 ;
zts=zts*0.85 ; zt=zt+zts ; zm=0.4+abs(sin(zt))*0.5 ;
xr=xr+xrs ; yr=yr+yrs ; zr=zr+zrs ;
sx=sin(xr) ; cx=cos(xr) ;
sy=sin(yr) ; cy=cos(yr) ;
sz=sin(zr) ; cz=cos(zr) ;
asp=h/wxrs=(getosc(0.1,0,1)*2000%200-100)*spd ;
yrs=(getosc(0.2,0,2)*2000%200-100)*spd ;
zrs=(getosc(0,0,0)*2000%200-100)*spd ;
zts=vol*0.1xr=0.01 ; yr=0.01 ; zr=0.01 lHolden03: Convolution Filter%
C:\Program Files\Winamp\Plugins\avs\convolution cff examples\mean 7x7.cfflHolden03: Convolution Filter%C:\Program Files\Winamp\Plugins\avs\convolution cff examples\mean 7x7.cff%%d=d*.85!qColor Map4@vanish_dse_sky.clm@vanish_dse_sky.clm`@UPc@9:9.LH)tCPG@@9:LH)t>@<@
5@v5
Kq
$@AVS 2.8+ Effect List ConfigqColor Map@anish_dse_sky.clm@anish_dse_sky.clm0Т"@=3k lHolden03: Convolution Filter%C:\Program Files\Winamp\Plugins\avs\convolution cff examples\mean 7x7.cffp'Channel Shift