sine.wav - various graphical

Got something that makes Armagetron look shiny? Post it here.
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Word
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Re: sine.wav - various graphical

Post by Word » Fri Jun 17, 2011 9:45 am

nostalgic idea: use sine's ww moviepack to parody this.

edit: the related videos are great too :lol:

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Re: sine.wav - various graphical

Post by villainousCuttlefish » Thu Jul 28, 2011 7:41 am

i installed the moviepack, but my floor is not one image, it is multiple smaller images put together. can i fix this so it actually helps me in ctf? :)

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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Thu Jul 28, 2011 8:08 am

villainousCuttlefish wrote:i installed the moviepack, but my floor is not one image, it is multiple smaller images put together. can i fix this so it actually helps me in ctf? :)
Yes. The settings used to stretch tile into the correct size and proportion is either:

GRID_SIZE_MOVIEPACK 330
GRID_SIZE 330

...the second to be used if you are simply replacing the default arma floor.png and not using it as a moviepack. I see those settings are included in the moviepack(s), so I'm not sure how you are having a problem. Change the size with the commands above, and if you still have a problem come back to this thread with more information and screenshots -- I'll try to help you.

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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Mon Oct 24, 2011 12:32 am

A vector drawing of an Arma cycle, side view.
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armacycle-side.png
armacycle-side.svg.not.zip
rename to svg
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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Wed Feb 06, 2013 7:39 am

Made a new sky for one of my moviepacks: Sector 773. It creates better contrast and depth, and looks more dramatic to me.
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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Wed Feb 06, 2013 7:49 am

Here is a floor tile I use for Fortress and CTF. It is meant to be used @ GRID_SIZE 25, and is subdivided every 5 meters.
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floor.png
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compguygene
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Re: sine.wav - various graphical

Post by compguygene » Wed Feb 06, 2013 6:31 pm

I have always used a black floor because the grid is the "wrong" size for CTF and Fortress. Thank you very much, I tried it and love it!
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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Tue Feb 12, 2013 8:28 am

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Re: sine.wav - various graphical

Post by sinewav » Thu Feb 21, 2013 8:18 pm

I converted replacement texures (imagined for Arma 0.4) to a moviepack, and in the process realized I never posted the hi-res version anywhere:

Download (8MB) | Screenshots
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dot4-scheme-(lowres).zip
The low-res version...
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Re: sine.wav - various graphical

Post by sinewav » Sat Feb 23, 2013 3:18 am


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Re: sine.wav - various graphical

Post by sinewav » Sun Feb 24, 2013 4:45 am

Since I'm in the mood for both moviepacks and other lightcycle games, here is the often overlooked RevoTron. It's a good cross between glTron and Light Cycle 3D. A little too much emphasis on power-ups, but the game is actually pretty hard in single player mode.


:mrgreen: Also, I think I have a some kind of texture-making record now.
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Phytotron
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Re: sine.wav - various graphical

Post by Phytotron » Tue Feb 26, 2013 12:24 am

sinewav wrote: :mrgreen: Also, I think I have a some kind of texture-making record now.
You haven't seen all my unreleased textures!

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Bytes
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Re: sine.wav - various graphical

Post by Bytes » Tue Feb 26, 2013 12:42 am

There may be a reason for that...
Image

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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Tue Feb 26, 2013 9:59 pm

Phytotron wrote:
sinewav wrote: :mrgreen: Also, I think I have a some kind of texture-making record now.
You haven't seen all my unreleased textures!
Oh, speaking of, I do have a couple unreleased textures I put together as a moviepack. The rim is a remix of an early texture on the first page with an unreleased floor and trail decal (and solid color sky, which is becoming my signature). It turned out rather nice.
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Phytotron
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Re: sine.wav - various graphical

Post by Phytotron » Wed Feb 27, 2013 12:36 am

Bytes wrote:There may be a reason for that...
What does that mean?

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