FAQ FAQ   Search Search  Register Register   Login Login  
   Main Site   Wiki  



Post new topic Reply to topic  [ 92 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next

Author Message
 PostPosted: Mon Feb 09, 2009 3:35 am  Post subject:
Offline
Graphic Artist
User avatar

Joined: Wed Jan 23, 2008 3:37 am
Posts: 5510
I forgot I made a moviepack for CTF last year. It's pretty bleak, but so was I at the time. This design was inspired by the Fortress moviepack and has a "functional" floor texture. It shows the position of the flag when not at the base (very helpful) and the shortest distance between the flags and bases (if you are in a hurry!).


Attachments:
ctf_1.png
ctf_1.png [ 128.88 KiB | Viewed 7758 times ]
ctf_2.png
ctf_2.png [ 126.01 KiB | Viewed 7635 times ]
File comment: The floor texture is a huge fps killer! It will slow you down for sure.
ctf_moviepack.zip [1.42 MiB]
Downloaded 487 times
Top
Profile
 
 PostPosted: Sat Feb 28, 2009 6:58 pm  Post subject:
Offline
Graphic Artist
User avatar

Joined: Wed Jan 23, 2008 3:37 am
Posts: 5510
I really thought I was done making these stupid moviepacks, but inspiration comes at strange times and you have to see it through, no matter how ridiculous it seems. This time it hit me while on lagtest.net. It's a "Wild West" theme with a train model and steam engine sounds. It's surprisingly relaxing to play this mod with the incam.


Attachments:
twScreenComp.jpg
twScreenComp.jpg [ 332.88 KiB | Viewed 7868 times ]
train_wars.zip [1.75 MiB]
Downloaded 434 times
Top
Profile
 
 PostPosted: Sat Feb 28, 2009 7:08 pm  Post subject:
Offline
Reverse Outside Corner Grinder
User avatar

Joined: Wed Jan 04, 2006 4:42 am
Posts: 1679
Location: 0x08048000
OMG.

_________________
There's no place like ::1


Top
Profile
 
 PostPosted: Sat Feb 28, 2009 7:36 pm  Post subject:
Offline
A Brave Victim
User avatar

Joined: Thu Feb 03, 2005 12:50 am
Posts: 3362
Location: Not really lurking anymore
Armagetrain! :D

_________________
ˌɑrməˈɡɛˌtrɑn


Top
Profile
 
 PostPosted: Sat Feb 28, 2009 7:48 pm  Post subject:
Offline
God & Project Admin
User avatar

Joined: Sun Jan 23, 2005 6:01 pm
Posts: 10579
Location: Cologne, Jabber: z-man@amessage.de
Now we just need to make it so that the trail texture is attached to the cycle :)


Top
Profile
 
 PostPosted: Sat Feb 28, 2009 8:19 pm  Post subject:
Offline
Reverse Outside Corner Grinder
User avatar

Joined: Wed Jan 04, 2006 4:42 am
Posts: 1679
Location: 0x08048000
That could be an interesting option for moviepacks :-)

_________________
There's no place like ::1


Top
Profile
 
 PostPosted: Sat Feb 28, 2009 9:16 pm  Post subject:
Offline
Graphic Artist
User avatar

Joined: Wed Jan 23, 2008 3:37 am
Posts: 5510
Jonathan wrote:
Armagetrain! :D

OMG I wish I would have thought of that!


Top
Profile
 
 PostPosted: Sat Feb 28, 2009 10:40 pm  Post subject:
Offline
Forum & Project Admin, MEng
User avatar

Joined: Thu Dec 18, 2003 7:03 pm
Posts: 6566
Location: /home/sweden
This latest one is brilliant. If we ever work out how to support stories, I bet a good one could be written around it.

_________________
Image
Armapitron, a Raspberry Pi port of Armagetron.


Top
Profile
 
 PostPosted: Sun Mar 01, 2009 2:46 pm  Post subject:
Offline
A Brave Victim
User avatar

Joined: Thu Feb 03, 2005 12:50 am
Posts: 3362
Location: Not really lurking anymore
A little hack:
Code:
$ diff armagetronad-0.2.8.2.1\ 2/src/tron/gWall.cpp armagetronad-0.2.8.2.1/src/tron/gWall.cpp
966a967,973
>
>                       REAL true_ta = ta;
>                       REAL true_te = te;
>                       if(cycle_) {
>                               true_ta -= cycle_->GetDistance() / SEGLEN;
>                               true_te -= cycle_->GetDistance() / SEGLEN;
>                       }
978c985
<                 RenderNormal(p1,p2,ta,te,r,g,b,a);
---
>                 RenderNormal(p1,p2,true_ta,true_te,r,g,b,a);
983c990
<                     RenderBegin(p1,p2,ta,te,
---
>                     RenderBegin(p1,p2,true_ta,true_te,
992c999
<                                 ta+(te-ta)*s,te,0,
---
>                                 true_ta+(true_te-true_ta)*s,true_te,0,
995c1002
<                     RenderNormal(p1,pm,ta,ta+(te-ta)*s,r,g,b,a);
---
>                     RenderNormal(p1,pm,true_ta,true_ta+(true_te-true_ta)*s,r,g,b,a);

armagetronad-0.2.8.2.1 2 is the original, AKA simply extracting the archive again after modifying the first.


Attachments:
File comment: Excuse me for recording this on the aging PowerBook which is like falling apart. I do have some better hardware now. :)
armagetrain.mp4.gz [1.94 MiB]
Downloaded 394 times

_________________
ˌɑrməˈɡɛˌtrɑn
Top
Profile
 
 PostPosted: Sun Mar 01, 2009 4:51 pm  Post subject:
Offline
Reverse Outside Corner Grinder
User avatar

Joined: Wed Jan 04, 2006 4:42 am
Posts: 1679
Location: 0x08048000
I guess this would take a little more work with display lists in place, although you might get away with changing the texture transformation matrix before calling the list.

Here's a bigger movie with the spaces between cars made transparent: http://armagetron.at/~mathias/wildwest.avi (excuse my poor passing-magic-flags-to-mencoder-that-make-it-smaller-without-loss-of-quality skills) It makes it quite temting to try and go through the (nonexistent) holes, though.

_________________
There's no place like ::1


Top
Profile
 
 PostPosted: Sun Mar 01, 2009 5:31 pm  Post subject:
Offline
A Brave Victim
User avatar

Joined: Thu Feb 03, 2005 12:50 am
Posts: 3362
Location: Not really lurking anymore
wrtlprnft wrote:
I guess this would take a little more work with display lists in place, although you might get away with changing the texture transformation matrix before calling the list.

Yeah, I thought of that, but it Worked For Me (tm) even with display lists enabled. At least in 0.2.8.2.1 (I just picked a release to work on, the first one SourceForge gave me).

Using the texture matrix would require rearranging or at least getting a grasp on much more code.
wrtlprnft wrote:
Here's a bigger movie with the spaces between cars made transparent: http://armagetron.at/~mathias/wildwest.avi (excuse my poor passing-magic-flags-to-mencoder-that-make-it-smaller-without-loss-of-quality skills) It makes it quite temting to try and go through the (nonexistent) holes, though.

Beats trying to fit it in 2 MB. :) It was kinda hard to see the cars move in my video.

BTW, I think you did something else to your code. My cars still have that funky shape where the wall normally 'grows' out of the cycle. I figured that looked better than a full-height wall sticking out of the engine. But then with my code the cars compress in that section. Edit: duh, forgot to change a te to true_te:
Code:
            else{ // complicated
                if (ta+gBEG_LEN>=time){
                    RenderBegin(p1,p2,true_ta,true_te,
                                1+(ta-time)/gBEG_LEN,
                                1+(te-time)/gBEG_LEN,
                                r,g,b,a);
                }
                else{
                    REAL s=((time-gBEG_LEN)-ta)/(te-ta);
                    eCoord pm=p1+(p2-p1)*s;
                    RenderBegin(pm,p2,
                                true_ta+(true_te-true_ta)*s,true_te,0, // <-- HERE
                                1+(te-time)/gBEG_LEN,
                                r,g,b,a);
                    RenderNormal(p1,pm,true_ta,true_ta+(true_te-true_ta)*s,r,g,b,a);
                }
            }

_________________
ˌɑrməˈɡɛˌtrɑn


Last edited by Jonathan on Sun Mar 01, 2009 5:43 pm, edited 1 time in total.

Top
Profile
 
 PostPosted: Sun Mar 01, 2009 5:37 pm  Post subject:
Offline
Outside Corner Grinder
User avatar

Joined: Thu Dec 29, 2005 9:21 pm
Posts: 1296
Location: the future
nice stuff here
sine
didn't know it was happening :)

thought about opening up a design competition kind of thing
for completely new ideas about bike design
i see you have explored one or two branches
what do you think?

_________________
hold the line


Top
Profile
 
 PostPosted: Sun Mar 01, 2009 6:00 pm  Post subject:
Offline
Reverse Outside Corner Grinder
User avatar

Joined: Wed Jan 04, 2006 4:42 am
Posts: 1679
Location: 0x08048000
What i did in my code was apply a texture to the line that's rendered on top of every wall so they don't look weird with those gaps in them :-)

I just tried adding train tracks to the floor: http://wrtlprnft.ath.cx/arma/?min=744

Maybe I should have made a bigger texture, though, this one looks a little too repetitive.
Jonathan wrote:
Yeah, I thought of that, but it Worked For Me (tm) even with display lists enabled. At least in 0.2.8.2.1 (I just picked a release to work on, the first one SourceForge gave me).
0.2.8.2.1 doesn't have display lists (at least not for non-cycle stuff).


Attachments:
floor.png
floor.png [ 111.31 KiB | Viewed 7510 times ]

_________________
There's no place like ::1
Top
Profile
 
 PostPosted: Sun Mar 01, 2009 6:29 pm  Post subject:
Offline
A Brave Victim
User avatar

Joined: Thu Feb 03, 2005 12:50 am
Posts: 3362
Location: Not really lurking anymore
When someone designs a larger floor texture, make it so you can reach any part of track without reversing or jumping onto another track. Makes driving a la screenshot 750 more fun.

Also try limiting wall length to something relatively small. Makes it even more like a grid train, if grid trains have finite length.

_________________
ˌɑrməˈɡɛˌtrɑn


Top
Profile
 
 PostPosted: Sun Mar 01, 2009 7:47 pm  Post subject:
Offline
A Brave Victim
User avatar

Joined: Thu Feb 03, 2005 12:50 am
Posts: 3362
Location: Not really lurking anymore
I got rid of the growing and put a small invisible section in its place. Near the end of gNetPlayerWall::RenderList you'll see some stuff centered around gBEG_LEN. Just remove the RenderBegin parts, leaving only RenderNormal, set gBEG_LEN to 0.5, and add gBEG_LEN to true_ta and true_te. Beware, it stays invisible when the train dies (edit: no, stupid presumption, shows how much I know about the wall code).

A disadvantage is that walls must be of length 5n+1.25 instead of the much more common 5n for textures to line up nicely.

_________________
ˌɑrməˈɡɛˌtrɑn


Top
Profile
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 92 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next


Who is online

Users browsing this forum: Google [Bot] and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by two camels and phpBB © 2000, 2002, 2005, 2007 phpBB Group