Remember That Litle Cell Growth Program ?
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Join Date: 2002-11-04 Member: 6944Members
<div class="IPBDescription">(usages for custom alien growth mucus ?)</div> About 15 years ago, I remember playing around with a small programing exercice where you create a graphical representation of a cell growth history based on a seed. The idea was that a cell alone cannot survive but if it has surrounding cells (depending on theire growth and numbers) it can evolve.
Well I was thinking last week if this thing could be applied to generate alien growth mucus (sorry for my english) textures on different scales (width/height).
To those that remember that exercice, what do you thing ?
Those that don't, here is a run down of how it works (this is from memory only so mistakes can slip in).
1) decide the width and height of your texture and minimum/maximum value for a cell's life (ex: 0 & 255)
2) create a rule table with the same amount of element as the width of your texture
3) populate the first row of your texture with the content of that rule table
4) the looping process
a)> for every rows from the second one to row=max height
b)--> for every pixels from x=1 to x=(max width-1)
c)----> left pixel value=left pixel value of previous row at same x position
d)----> right pixel value=right pixel value of previous row at same x position
e)----> old pixel value=pixel value of previous row at same x position
f)----> rule to pick=(left pixel value + old pixel value + right pixel value)/3
g)----> current pixel value=value picked up in the rule table at the element matching the value of the rule to pick
h)----> draw that pixel
i)--- process next pixel in the current row until the last pixel of it (e.i. go back to c)
j)>process the next row until the last one (e.i. go back to b)
Now once this is done you can either decide that each values are actual colors or that based on the value you can interprete them as a 3d height and assign a color accordingly to its height value.
note: I divided by 3 but it could be any kind of manipulations as long as you get a value rangeing accordingly to your min/max cell life values.
Also, I didn't test this because as usual, I come up with these at my office lunch break and post about it while eating.
Well I was thinking last week if this thing could be applied to generate alien growth mucus (sorry for my english) textures on different scales (width/height).
To those that remember that exercice, what do you thing ?
Those that don't, here is a run down of how it works (this is from memory only so mistakes can slip in).
1) decide the width and height of your texture and minimum/maximum value for a cell's life (ex: 0 & 255)
2) create a rule table with the same amount of element as the width of your texture
3) populate the first row of your texture with the content of that rule table
4) the looping process
a)> for every rows from the second one to row=max height
b)--> for every pixels from x=1 to x=(max width-1)
c)----> left pixel value=left pixel value of previous row at same x position
d)----> right pixel value=right pixel value of previous row at same x position
e)----> old pixel value=pixel value of previous row at same x position
f)----> rule to pick=(left pixel value + old pixel value + right pixel value)/3
g)----> current pixel value=value picked up in the rule table at the element matching the value of the rule to pick
h)----> draw that pixel
i)--- process next pixel in the current row until the last pixel of it (e.i. go back to c)
j)>process the next row until the last one (e.i. go back to b)
Now once this is done you can either decide that each values are actual colors or that based on the value you can interprete them as a 3d height and assign a color accordingly to its height value.
note: I divided by 3 but it could be any kind of manipulations as long as you get a value rangeing accordingly to your min/max cell life values.
Also, I didn't test this because as usual, I come up with these at my office lunch break and post about it while eating.
Comments
It is not for modeling. It is a thought about aproximating the looks of the NS Alien mucus texture.
By using a process that mimics cell growth, I thought that maybe we could mimic the look of a texture containing an Alien growing mucus and use this as an overlay for walls, ceilling, floors, ...
I just didn't try it.
I though that someone here who knows this process would give his opinion about if this can be applicable or not for that purpuse.
p.s.: interesting site you have there Dark S.
They just have a texture layer and a light-patch layer for blocky pre-calculated RGB lightning on them.
Textures are not customizeable, apart from tiny decals and spraylogos, that already use a lot bandwidth.
I would LOVE ns investation to move, grow or srink freely (without repeating), depending on whats around them, but the HL engine cant do that and it eats too much cpu power and bandwidth.
Using 10-image animated infestation textures already causes a scary atmosphere and eats a lot of power.
The texutres would be produced mathematicaly and then the resulted image be used as an in-game texture.
They could be used for in-game textureing but idealy, would fit better in a rendering project where we can use a higher detailed texture.
I didn't think it would be that hard to understand.
I believe the program was called "the game of life"... Not sure if that's the original program, or one of the hundreds of clones that was created.
I'm not really sure how well this would work, might look too random... Of course, I don't really know myself, so...
Would be an interesting project for a comp sci class or something, make the most realistic looking alien infestation and get an A <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
used red and blue colors to fill in cells of an organizsm, and you won if you selected enough cells and created an organism that existed without any of the other color...
its too much for this old engine, flays dynamic object code for hundreds of structures in a map already pushes the engine limits enough.
Game of life demo (windows 32 bit) :
<a href='http://www.xs4all.nl/~jbontes/' target='_blank'>http://www.xs4all.nl/~jbontes/</a>
Its still a nice idea.