re-structuring the skinnable part

For developmental things relating to the graphics of the game.
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SER
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Post by SER »

.ase files also has animation keys.
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Your_mom
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Post by Your_mom »

Lucifer wrote:since I want the fire to look like it's actually coming from below the grid floor, but I'll be happy with just a texture.
hehe read this and i set this little thing up the lava under you moves, set it as the sky and turned sky movement on, it looks even cooler when its moving :twisted:
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SER
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Post by SER »

wooo! kool look
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Tank Program
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Post by Tank Program »

k wrote:
Tank Program wrote: The models would also introduce more complexity into the texture selection. The three piece model would let you select the body and wheel textures. The one piece would let you select one texture.
SuPeRTaRD wrote:
Tank Program wrote: The models would also introduce more complexity into the texture selection. The three piece model would let you select the body and wheel textures. The one piece would let you select one texture.
I'm sorry, but I don't think I said that. Ever. You might wanna double check who actually said that...

*cough* *Lucifer* *cough*
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Lucifer
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Post by Lucifer »

Tank Program wrote:
k wrote:
Tank Program wrote: The models would also introduce more complexity into the texture selection. The three piece model would let you select the body and wheel textures. The one piece would let you select one texture.
SuPeRTaRD wrote:
Tank Program wrote: The models would also introduce more complexity into the texture selection. The three piece model would let you select the body and wheel textures. The one piece would let you select one texture.
I'm sorry, but I don't think I said that. Ever. You might wanna double check who actually said that...

*cough* *Lucifer* *cough*
Crackhead.

http://guru3.sytes.net/viewtopic.php?t= ... c&start=15

K said it.
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SuPeRTaRD
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Post by SuPeRTaRD »

my bad.. obviously i need to fiddle with the graphics more b4 i start spouting stuff as fact.. i changed the default bike texture once, & the wheels got shaded different, so i guess i assumed they were on the same texturemap

blah
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Your_mom
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Post by Your_mom »

yhbt yhl hand

on another note...
When luci was talking about the basketball court grid, the grid is controlled by 3 png's i think the vertical line the horizontal line and the center of it?well looks like it from where im sitting... it tiles everything so just wondering if the solution is to have the actual floor tile png larger mabey even huge like 1280x800 or something mabey then it would make the kind of thing luci is thinking of... mabey im not thinking this thru right....

edit.

well some experimenting proves it kinda works, (I hadlike 4 basket ball courts on the grid lol{i dont even like basketball lol i guess im just really bored}) mabey the code would need to stretch the image to be the same size as the grid... also the blue movie pack floor bug changed the brownish color of the png to blue ...wierd
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im like michael jordon in a light cycle
im like michael jordon in a light cycle
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n54
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Post by n54 »

wow keep up the good work guys, i long for the day these options are available to any "themer"/skinner by some simple choices in a text file
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SER
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Post by SER »

n54 wrote:wow keep up the good work guys, i long for the day these options are available to any "themer"/skinner by some simple choices in a text file
They are, to change the scale factor of the grid floor just change/add "GRID_SIZE_MOVIEPACK" to settings.cfg file or change it from the con. I think the sdl/opengl/engine does not support any files larger than 1024x1024 for texturing.

Btw "grid_size_moviepack" is it supposed to change the actual grid size?

And yes the blue floor bug is odd... Iceman told me what was wrong in the code... that's Y I included the armagetron.exe in my armasmegmod mod... that and to change some scale factor on the outter walls...
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Post by Your_mom »

yeah i just tryed your suggestion ser the "grid_size_moviepack" command did stretcch the tile after trying several numbers i got it to stretch just right but when you change the grid size the floor texture would need to stretch again smaller or larger... i saw another command #grid_size_moviepack im not sure what that does but it was set to 10. something while i had set grid_size_moviepack to 180 to stretch to a -3 size grid. Anyone have any thoughts? i would also like to know what the other command does...
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SER
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Post by SER »

the # thing is just used to make notes... so.. the "#grid_size_moviepack" is just the same setting but because is after a # is not readed... that's mayb because the .sfg file that you are looking at it is not well organized...

Code: Select all

CYCLE_SPEED 10           # basic cycle speed (m/s)
CYCLE_START_SPEED 20     # speed at startup
CYCLE_ACCEL 10           # acceleration multiplicator
CYCLE_ACCEL_OFFSET 2     # acceleration offset
CYCLE_DELAY  .01         # min time between turns
CYCLE_WALL_NEAR 6        # when is a wall near? 
CYCLE_SOUND_SPEED 15     # sound speed divisor 
CYCLE_BRAKE 10           # allow braking
CYCLE_RUBBER 4           # niceness when hitting a wall
CYCLE_PING_RUBBER 3      # niceness when hitting a wall, influence of
                         # your ping
CYCLE_BRAKE_REFILL .1	 # refill rate of brake reservoir
CYCLE_BRAKE_DEPLETE 1.0	 # depletion rate of brake reservoir ( set to 0 to reenable pre 0.2.5 behaviour of infinite brakes )

MOVIEPACK_FLOOR_RED .7            # floor color
MOVIEPACK_FLOOR_GREEN .7          # floor color
MOVIEPACK_FLOOR_BLUE .7           # floor color
FLOOR_MIRROR_INT .1               # floor mirror (if enabled)
GRID_SIZE_MOVIEPACK 4             # grid size

MOVIEPACK_WALL_STRETCH 4 	  # relative length of wall segmnents
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n54
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Post by n54 »

thank you Ser, i'll have to try it some day

hmm would there be a way to:
- make grid/floor image size a percentage so as to scale with grid changes? (might look ugly though)
- make grid/floor image(s) be drawn from center out as opposed to from some corner coordinate? (or is that already the case?)

*ponders*
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philippeqc
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Post by philippeqc »

Hey guys and gals,

This discussion seems to have come to an end, the ideas stabilysing. Why not post them on the www.sf.net project page in "Feature request"? I think we should use that service more. It would prevent us from loosing ideas.

I've made one post about one of Lucifer's idea. The one that servers should suggest the moviepack to use. I suggest you use it as a template for the other ones. I would suggest you keep it to one request per post, as this makes it easier to go through and to understand what is the point of a request. If your getting inspired as you write it down, stop, think about what you want, and decide on the appropriate number of requests and just fill them up. Also, having simple request that appear easy is a good way to trick a programmor into thinking "yes that is neat and it should only take 5 min to fix" and waste a weekend over it rather than just giving up on a big list of ideas.

I'm probably an arse to ask that from you. But the real question is, am I too much of an arse for some dedicated soul to fill the feature requests?

-ph
Canis meus id comedit.
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