sine.wav - various graphical
- Jonathan
- A Brave Victim
- Posts: 3391
- Joined: Thu Feb 03, 2005 12:50 am
- Location: Not really lurking anymore
Here's poor man's high definition crammed into the 2 MB. (I have around 13% of the bits wrtl used per pixel per frame.)
Note the slight freeze after I chat? It happens every time. Not sure why.
Others modifications that I remember:
- Multisample anti-aliasing
- Anisotropic filtering
- Evenly lit rim
Note the slight freeze after I chat? It happens every time. Not sure why.
Others modifications that I remember:
- Multisample anti-aliasing
- Anisotropic filtering
- Evenly lit rim
- Attachments
-
- Armagetrain HD.mp4.gz
- (1.93 MiB) Downloaded 6843 times
ˌɑrməˈɡɛˌtrɑn
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
Oh man, that looks awesome.wrtlprnft wrote: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.
Re: sine.wav - various graphical
I made a variant floor.png for these "Fortress moviepacks":
http://forums3.armagetronad.net/viewtop ... 47&t=17975
http://forums3.armagetronad.net/viewtop ... 47&t=17994
The main difference is the file has no colors, so you can change the tone/intensity of it using MOVIEPACK_FLOOR. It's more customizable, you know? Also, I moved and renumbered the break points.
*I couldn't seem to upload the file (floor.png), so I zipped it up with the code above (settings.cfg).
http://forums3.armagetronad.net/viewtop ... 47&t=17975
http://forums3.armagetronad.net/viewtop ... 47&t=17994
The main difference is the file has no colors, so you can change the tone/intensity of it using MOVIEPACK_FLOOR. It's more customizable, you know? Also, I moved and renumbered the break points.
Code: Select all
GRID_SIZE_MOVIEPACK 600
MOVIEPACK_FLOOR_RED 0.3
MOVIEPACK_FLOOR_GREEN 0.3
MOVIEPACK_FLOOR_BLUE 0.3
- Attachments
-
- forttress_floor.zip
- (176.4 KiB) Downloaded 6419 times
Re: sine.wav - various graphical
DESCENT moviepack, based on the classic 1995 first-person shooter.
I'm happy to unveil the new "Pyro-AA"!
Since the Pyro series has nominal engine noise, I didn't include a sound file for it (however, I did try using the level 7 boss sound for an engine, but it sounded bad in game).
This was one of the tougher moviepacks I've made, only because there are so many possibilities when it comes to textures and sounds. I wanted to stay as close to "classic D1" as possible, which to me means "Lunar Outpost with a level 1 laser".
I'm happy to see there are a few Descent fans here. It's my "other" favorite game. Maybe we should hit the Descent BBs with a link to this and see if we can't get some crossover? haha!
I'm happy to unveil the new "Pyro-AA"!
Since the Pyro series has nominal engine noise, I didn't include a sound file for it (however, I did try using the level 7 boss sound for an engine, but it sounded bad in game).
This was one of the tougher moviepacks I've made, only because there are so many possibilities when it comes to textures and sounds. I wanted to stay as close to "classic D1" as possible, which to me means "Lunar Outpost with a level 1 laser".
I'm happy to see there are a few Descent fans here. It's my "other" favorite game. Maybe we should hit the Descent BBs with a link to this and see if we can't get some crossover? haha!
- Attachments
-
- descent.zip
- (1.22 MiB) Downloaded 6439 times
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
Re: sine.wav - various graphical
Excellent! You've really captued the Windows 95 DOS mode feel.
Re: sine.wav - various graphical
Literally captured. I lifted all the sounds and textures right from the game's resources (except the model because I wanted to make my own).Tank Program wrote:Excellent! You've really captued the Windows 95 DOS mode feel.
- Lacrymosa
- Round Winner
- Posts: 286
- Joined: Wed Feb 15, 2006 6:44 pm
- Location: Heaven or Hell...?
- Contact:
Re: sine.wav - various graphical
Nice! I just want to play Descent again now
Re: sine.wav - various graphical
I've been playing glTron lately. It was just a matter of time before I started swapping out the textures. Check out this ArmagetronAd "Artpack" for glTron. I was going to make a "glTron moviepack" for Arma, but I remember seeing some graphics on iceman's site that were also on the glTron site (so I figure it's been done already, although neither of them are glTron's default graphics. maybe both artists got them from a 3rd source?).
Re: sine.wav - various graphical
Wtf? Traitor.sinewav wrote:I've been playing glTron lately.
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
Re: sine.wav - various graphical
Recognizers for the win!
Re: sine.wav - various graphical
Noting new, but I just wanted to share how cool I think the AoT Racing server looks with hoop's zone hack. I'm just blown away. Also, it seems to make the game easier to play with tweaks to ZONE_SEGMENTS and ZONE_SEG_LENGTH as well as ZONE_HEIGHT.
Re: sine.wav - various graphical
By request:
Yes. Just replace your rim_wall.png with this one (after making a backup of course).pie goes moo wrote:can you make a pie moviepack? like the original, but instead of the pi symbol a pie.
- Attachments
-
- rim_wall.png (78.35 KiB) Viewed 89027 times
- pie goes moo
- Round Winner
- Posts: 306
- Joined: Wed Aug 12, 2009 10:42 pm
- Location: San Antonio, Texas, USA
Re: sine.wav - various graphical
Thanks sine!