re-structuring the skinnable part
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6712
- Joined: Thu Dec 18, 2003 7:03 pm
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.
I'm sorry, but I don't think I said that. Ever. You might wanna double check who actually said that...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.
*cough* *Lucifer* *cough*

Crackhead.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.I'm sorry, but I don't think I said that. Ever. You might wanna double check who actually said that...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.
*cough* *Lucifer* *cough*
http://guru3.sytes.net/viewtopic.php?t= ... c&start=15
K said it.
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
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
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.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
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...
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...
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
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*
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*
- philippeqc
- Long Poster - Project Developer - Sage
- Posts: 1526
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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
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.