ZSAMPxxx Samples

ZSAMP008
This orb illustrates the use of otagsw and osound to create a clink (klank) effect on a mailbox. It also uses an Rbox to make it possible to jump up on the mailbox.

ZSAMP009
This orb illustrates several different skyboxes. In addition it shows one method of switching the skybox that is being displayed.

ZSAMP010
This orb demonstrates the use of osndgrp. There are three sample osndgrp objects. Eff Param = 0 play all sounds at same time ( default as before ) All of these sounds play with just one hit or tag. Eff Param = 1 play one sound at a time play the next sound in group (sound 1,2,3,4,5,1,2..) Each time the osndgrp is tagged the next sound plays Eff Param = -1 play one sound at a time, randomly select next sound from the sound slots, Sound1 to Sound5. (sound 1,4,1,3,5,2,4,2) Each time the osndgrp is tagged the next sound plays

ZSAMP011
Demonstrates two of the many osound options. The blue blobby on the left is a localized sound. As you approach it you can hear it. First soft then louder. The red blobby on the right is an otagsw that will activate an osound.

ZSAMP017
This orb demonstrates how to turn on the dogfight flying mode and it illustrates a bug/feature of the rbox. Dogfight flying mode is when the player flies in the direction the mouse is pointing. This can be at an angle, up, down, or whatever. The bug/feature has to do with what happens when the rbox goes all the way to the ceiling. If the player can not fly no big deal, they will not notice this. If the player can file they will find that they can sneak over the top of an rbox that touches the ceiling into the void. The box on the left solves this problem by making the rbox taller than the ceiling. When you do this it is necessary to tell the engine which domain the rbox belongs in. This means that the rbox walls need to have a domain on the backside not -1

ZSAMP018
Use oflyon to set flyon in player. By using oflyon we can set the FlyFall speed to 0 so that the player does not drift down when not actively flying. In addition, we use the two domains to demonstrate two different methods of flying "blimp" and "dogfight". These methods are set using the osetmove effect.

ZSAMP019
This is a basement with stairs. Notice how non-descript everything is. See zsamp020 to see what we can do with lighting.

ZSAMP020
zsamp019 demonstrated this basement with no lighting. This orb uses lighting to make the 3d quality of the room pop.

ZSAMP021
This orb demonstrates the changing of the skybox using otagsw, oskybox, and osound for emphasis. In addition there is a fun use of furniture in the great outdoors.

ZSAMP022
This is a revisit of our basement with stairs. In this orb we demonstrate the use of osetc and rtagsw as a means of tormenting the player :) Of course one could run the tags around and use it as a means of granting access.

ZSAMP023
This orb is a work in process. Trying to figure out whether the issue here is a bug or a feature. Please disregard until sorted out.

ZSAMP024
This orb demonstrates two different methods for creating a fence. Both have advantages and disadvantages. The use of a model is much nice. But uses up resources. The use of the rbox with a flat 1 pixel wide bmp pasted on the to create a fence is not as nice looking but it uses less resource.

ZSAMP025
This orb tests how various object react to being on a floor that rises beneath them. Red barrel activates the osetc and osetf to make the grass platform rise. Red barrel (otagsw) rides up the elevator just fine. Green barrel (orunaway) rides just fine Grey carpet barrel (owalk) works just fine. Flowered carpet barrel (no_name) does not ride up. Ameth barrel (OTHING) rides perfectly well Brick barrel (OTHING with fly on) will not ride up consistently. It will correct itself when shot or bumped.

ZSAMP026
This orb demonstrates the use of rhole to create an over/under type of structure. The domains are a little tricky because they sit right on top of each other. If you move them apart you will notice that care has been taken to make sure the walls (on different domains) do not share points.

ZSAMP027
A very simple demonstration of rbox and rcslant

ZSAMP028
A more advanced treatment of the rcslant. In this case we create a pyramid using four rcslants and one rbox.

ZSAMP029
This orb uses rcslant and rfslant to create an underground pipe type effect.

ZSAMP030
Demonstration of how to use a couple of rfslant domains to create an arch between two rooms.

ZSAMP032
This orb demonstrates how to use an invisible rbox to create a bump box for a car and to make is possible to jump on top of it.

ZSAMP033
A fun architectural orb. No fancy effect, no object, not much other than the beginning of a fun idea for an orb. Blue/gray tile hexagon form.

ZSAMP034
demonstrates a trick for creating a flyover effect.

ZSAMP036
A sample of rfmesh. A proof of concept or demonstration of how it works. This is not meant to be a tutorial. Just a touch stone to show that (or how) it works.

ZSAMP037
This orb shows how to change the skin and animation of a model in an othing.

ZSAMP038
This orb is a work in process. It demonstrations a couple things. 1) At the moment it is a partial conversion of an old (directX) orb into a newer (openGL) orb. 2) Shows how to use otele to create a near endless track by teleporting from one area to another in sequence

ZSAMP039
This orb uses otagsw, ootoo, odestroy, and osound to create a fun action cycle that leads from key to key

ZSAMP040
This orb demonstrates the use of Osetc, Osetf, and rtagsw along with otagsw. It makes a simple gaming interaction for the player using rising elevators to reach a key

ZSAMP041
This orb demonstrates a couple different ways of working with windows. Pay particular attention to the different results based on the transparent button To see the real drama look back in the window after jumping out. By the way, the windows can be made solid by just clicking "solid"

ZSAMP040
This orb demonstrates the use of Osetc, Osetf, and rtagsw along with otagsw. It makes a simple gaming interaction for the player using rising elevators to reach a key

ZSAMP041
This orb demonstrates a couple different ways of working with windows. Pay particular attention to the different results based on the transparent button To see the real drama look back in the window after jumping out. By the way, the windows can be made solid by just clicking "solid"

zsamp042
Part of ORControl series. This sample demonstrates simple up/down movement. The mob08 object is the controller. It has been turned into a box controller by using effect OTHING with effParam = 1. The domain it controls is entered into oRCON-Target (NameE) of the Aux. Whatever happens to him the rbox will follow. Use F11 to issue any of the following test tags. tag 1001 moves the box up. tag 1002 moves the box down. tag 1003 moves the box up, waits, and then moves the box down. By the way, this orb has good internal notes on relationship of initmoves, OTHING, and script.

zsamp043
Part of ORControl series. This sample demonstrates simple right/left (East/West) movement. The mob08 object is the controller. It has been turned into a box controller by OTHING with effParam = 1. Whatever happens to him the rbox will follow. Use F11 to issue any of the following test tags. tag 1001 moves the box right. tag 1002 moves the box left. tag 1003 moves the box right, waits, and then moves the box left.

zsamp044
Part of ORControl series. This sample demonstrates simple forward/backward (north/south) movement. The mob08 object is the controller. It has been turned into a box controller by OTHING with effParam = 1. Whatever happens to him the rbox will follow. Use F11 to issue any of the following test tags. tag 1001 moves the box forward. tag 1002 moves the box backward. tag 1003 moves the box forward, waits, and then moves the box backward.

zsamp045
This orb demonstrates how the oRControl can be used to make a set of double doors

zsamp046
This orb demonstrates how the oRControl can be used to make a complex door.

ZSAMP047
Using the ORControl feature along with rtagsw, we have made a set of barred doors that open as the player approaches then close behind the player. In this case, locking the player in the new area. This is a kind of diode -- allowing the player to go one direction but not the other. By the way, it can be helpful to employ some of the concepts from simple electronic circuits in the creation of gaming action cycles.

ZSAMP048
This is a fancy demo of OOControl. The switch will alternately open and close the jail bars. Please note that in this orb the jail bars are for looks only. In zsamp049 we add ORControlled rboxes the also block the player.

ZSAMP049
This is a fancy demo of OOControl & ORControl. The OOControl is used to move the visual jail bars. The ORControl is used to move the invisible but solid rboxes used to prevent entrance into the jail cells.

ZSAMP050
This orb demonstrates a problem and its solution. To see the problem walk up to the red brick rbox on the right. You will notice that the player jumps up on top of the rbox. This will happen independent of the height of the rbox. It could be 1024. The player will still jump up on the top. This happens when a side of an rbox is even with the boundary between two domains. In this case the rboxes are right on the boundary of domains 0 and 1. To see the solution walk up to the brown block rbox on the left. You will notice that the player does not jump up on the rbox. Problem solved. The solution is to mark the back of the wall that is on the boundary with the domains with the number of the domain the player is coming from. The center white brick rbox demonstrates that marking the back of the wall with the number of the domain containing the rbox does not work.

ZSAMP008
This orb illustrates the use of otagsw and osound to create a clink (klank) effect on a mailbox. It also uses an Rbox to make it possible to jump up on the mailbox.

ZSAMP009
This orb illustrates several different skyboxes. In addition it shows one method of switching the skybox that is being displayed.

ZSAMP010
This orb demonstrates the use of osndgrp. There are three sample osndgrp objects. Eff Param = 0 play all sounds at same time ( default as before ) All of these sounds play with just one hit or tag. Eff Param = 1 play one sound at a time play the next sound in group (sound 1,2,3,4,5,1,2..) Each time the osndgrp is tagged the next sound plays Eff Param = -1 play one sound at a time, randomly select next sound from the sound slots, Sound1 to Sound5. (sound 1,4,1,3,5,2,4,2) Each time the osndgrp is tagged the next sound plays

ZSAMP011
Demonstrates two of the many osound options. The blue blobby on the left is a localized sound. As you approach it you can hear it. First soft then louder. The red blobby on the right is an otagsw that will activate an osound.

ZSAMP017
This orb demonstrates how to turn on the dogfight flying mode and it illustrates a bug/feature of the rbox. Dogfight flying mode is when the player flies in the direction the mouse is pointing. This can be at an angle, up, down, or whatever. The bug/feature has to do with what happens when the rbox goes all the way to the ceiling. If the player can not fly no big deal, they will not notice this. If the player can file they will find that they can sneak over the top of an rbox that touches the ceiling into the void. The box on the left solves this problem by making the rbox taller than the ceiling. When you do this it is necessary to tell the engine which domain the rbox belongs in. This means that the rbox walls need to have a domain on the backside not -1

ZSAMP018
Use oflyon to set flyon in player. By using oflyon we can set the FlyFall speed to 0 so that the player does not drift down when not actively flying. In addition, we use the two domains to demonstrate two different methods of flying "blimp" and "dogfight". These methods are set using the osetmove effect.

ZSAMP019
This is a basement with stairs. Notice how non-descript everything is. See zsamp020 to see what we can do with lighting.

ZSAMP020
zsamp019 demonstrated this basement with no lighting. This orb uses lighting to make the 3d quality of the room pop.

ZSAMP021
This orb demonstrates the changing of the skybox using otagsw, oskybox, and osound for emphasis. In addition there is a fun use of furniture in the great outdoors.

ZSAMP022
This is a revisit of our basement with stairs. In this orb we demonstrate the use of osetc and rtagsw as a means of tormenting the player :) Of course one could run the tags around and use it as a means of granting access.

ZSAMP023
This orb is a work in process. Trying to figure out whether the issue here is a bug or a feature. Please disregard until sorted out.

ZSAMP024
This orb demonstrates two different methods for creating a fence. Both have advantages and disadvantages. The use of a model is much nice. But uses up resources. The use of the rbox with a flat 1 pixel wide bmp pasted on the to create a fence is not as nice looking but it uses less resource.

ZSAMP025
This orb tests how various object react to being on a floor that rises beneath them. Red barrel activates the osetc and osetf to make the grass platform rise. Red barrel (otagsw) rides up the elevator just fine. Green barrel (orunaway) rides just fine Grey carpet barrel (owalk) works just fine. Flowered carpet barrel (no_name) does not ride up. Ameth barrel (OTHING) rides perfectly well Brick barrel (OTHING with fly on) will not ride up consistently. It will correct itself when shot or bumped.

ZSAMP026
This orb demonstrates the use of rhole to create an over/under type of structure. The domains are a little tricky because they sit right on top of each other. If you move them apart you will notice that care has been taken to make sure the walls (on different domains) do not share points.

ZSAMP027
A very simple demonstration of rbox and rcslant

ZSAMP028
A more advanced treatment of the rcslant. In this case we create a pyramid using four rcslants and one rbox.

ZSAMP029
This orb uses rcslant and rfslant to create an underground pipe type effect.

ZSAMP030
Demonstration of how to use a couple of rfslant domains to create an arch between two rooms.

ZSAMP032
This orb demonstrates how to use an invisible rbox to create a bump box for a car and to make is possible to jump on top of it.

ZSAMP033
A fun architectural orb. No fancy effect, no object, not much other than the beginning of a fun idea for an orb. Blue/gray tile hexagon form.

ZSAMP034
demonstrates a trick for creating a flyover effect.

ZSAMP036
A sample of rfmesh. A proof of concept or demonstration of how it works. This is not meant to be a tutorial. Just a touch stone to show that (or how) it works.

ZSAMP037
This orb shows how to change the skin and animation of a model in an othing.

ZSAMP038
This orb is a work in process. It demonstrations a couple things. 1) At the moment it is a partial conversion of an old (directX) orb into a newer (openGL) orb. 2) Shows how to use otele to create a near endless track by teleporting from one area to another in sequence

ZSAMP039
This orb uses otagsw, ootoo, odestroy, and osound to create a fun action cycle that leads from key to key

ZSAMP040
This orb demonstrates the use of Osetc, Osetf, and rtagsw along with otagsw. It makes a simple gaming interaction for the player using rising elevators to reach a key

ZSAMP041
This orb demonstrates a couple different ways of working with windows. Pay particular attention to the different results based on the transparent button To see the real drama look back in the window after jumping out. By the way, the windows can be made solid by just clicking "solid"

ZSAMP040
This orb demonstrates the use of Osetc, Osetf, and rtagsw along with otagsw. It makes a simple gaming interaction for the player using rising elevators to reach a key

ZSAMP041
This orb demonstrates a couple different ways of working with windows. Pay particular attention to the different results based on the transparent button To see the real drama look back in the window after jumping out. By the way, the windows can be made solid by just clicking "solid"

zsamp042
Part of ORControl series. This sample demonstrates simple up/down movement. The mob08 object is the controller. It has been turned into a box controller by using effect OTHING with effParam = 1. The domain it controls is entered into oRCON-Target (NameE) of the Aux. Whatever happens to him the rbox will follow. Use F11 to issue any of the following test tags. tag 1001 moves the box up. tag 1002 moves the box down. tag 1003 moves the box up, waits, and then moves the box down. By the way, this orb has good internal notes on relationship of initmoves, OTHING, and script.

zsamp043
Part of ORControl series. This sample demonstrates simple right/left (East/West) movement. The mob08 object is the controller. It has been turned into a box controller by OTHING with effParam = 1. Whatever happens to him the rbox will follow. Use F11 to issue any of the following test tags. tag 1001 moves the box right. tag 1002 moves the box left. tag 1003 moves the box right, waits, and then moves the box left.

zsamp044
Part of ORControl series. This sample demonstrates simple forward/backward (north/south) movement. The mob08 object is the controller. It has been turned into a box controller by OTHING with effParam = 1. Whatever happens to him the rbox will follow. Use F11 to issue any of the following test tags. tag 1001 moves the box forward. tag 1002 moves the box backward. tag 1003 moves the box forward, waits, and then moves the box backward.

zsamp045
This orb demonstrates how the oRControl can be used to make a set of double doors

zsamp046
This orb demonstrates how the oRControl can be used to make a complex door.

ZSAMP047
Using the ORControl feature along with rtagsw, we have made a set of barred doors that open as the player approaches then close behind the player. In this case, locking the player in the new area. This is a kind of diode -- allowing the player to go one direction but not the other. By the way, it can be helpful to employ some of the concepts from simple electronic circuits in the creation of gaming action cycles.

ZSAMP048
This is a fancy demo of OOControl. The switch will alternately open and close the jail bars. Please note that in this orb the jail bars are for looks only. In zsamp049 we add ORControlled rboxes the also block the player.

ZSAMP049
This is a fancy demo of OOControl & ORControl. The OOControl is used to move the visual jail bars. The ORControl is used to move the invisible but solid rboxes used to prevent entrance into the jail cells.

ZSAMP050
This orb demonstrates a problem and its solution. To see the problem walk up to the red brick rbox on the right. You will notice that the player jumps up on top of the rbox. This will happen independent of the height of the rbox. It could be 1024. The player will still jump up on the top. This happens when a side of an rbox is even with the boundary between two domains. In this case the rboxes are right on the boundary of domains 0 and 1. To see the solution walk up to the brown block rbox on the left. You will notice that the player does not jump up on the rbox. Problem solved. The solution is to mark the back of the wall that is on the boundary with the domains with the number of the domain the player is coming from. The center white brick rbox demonstrates that marking the back of the wall with the number of the domain containing the rbox does not work.

