On normal PCs with a decent video card, yes, thatandi75 wrote:Or is it merely an issue of dropping performance from 3200 FPS to 1600 FPS?

On normal PCs with a decent video card, yes, thatandi75 wrote:Or is it merely an issue of dropping performance from 3200 FPS to 1600 FPS?
You can have transparency in a png graphic file, make a new layer above the background, pain in what you want, leave areas blank, then delete the background, export with transparency checked, and you have a png with transparency, the png file can carry it fine. Or can Armagetron not render transparency.Texture format: PNG (alpha channel used to color the cycle, as I said in an earlier post, so no transparency)
That's what I want to do, one fancy texture stretched to the size of the grid, if it goes past the walls it doesn't matter because you cannot see past the walls as they have just a flat diffuse on them with regular texture on them. Now this stretching technique, I don't know if that has any problems, for example, using different maps, changing the size of the arena, or if the user has to tweak a lot to make it work, as I don't know how to do this, I am not sure if the user will have problems with it. Your all experts here, but any new users will not be as knowledgeable or as forgiving if they have to tweak things, or any effects get broken or are not user friendly.but one real fancy texture, stretched to the size of the grid. That texture will repeat outside the grid walls too.
It's challenging to make a replacement textures (moviepacks) that look good on all servers. Take a look at this one designed for Fortress servers. It had a very functional floor texture that looks great in Fortress servers, but has no use anywhere else. Download the moviepack and look in settings.cfg to see what settings make it possible.Game Zone wrote:Now this stretching technique, I don't know if that has any problems, for example, using different maps, changing the size of the arena, or if the user has to tweak a lot to make it work, as I don't know how to do this, I am not sure if the user will have problems with it.
Intensity is actually a property (floor_mirror_int). Take a look at these two examples of floor mirroring:Game Zone wrote:I know Armagetron has reflective floors, I would be keen to see if others have used them in a special way and how they have pushed Armagetron creatively. Any links would be appreciated to see what others have done to push the boundaries with there creations. Not sure how to change its intensity, I only can see an option for floors, floors wall, objects etc in the menu. Perhaps this is what you mean by intensity.
Stay square man.Game Zone wrote:I put a non square texture for the walls...Also I used just a plain texture on the floor, and its very dull for some reason, much darker than it really is.
Code: Select all
FLOOR_RED .2 # floor color (without moviepack)
FLOOR_GREEN .2 # floor color (without moviepack)
FLOOR_BLUE .2 # floor color (without moviepack)
Naw. I I only messed with textures and cycle/trail colors. That was enough for me.Game Zone wrote:Also for the GLtron version, has anyone here ever gotten new 3d models or levels into the GLtron game?
...I'm just not that fast at answering e-mails.I have emailed the author Andreas Umbach but get no answer, so either his email is down, or he has abandoned the project and does not answer emails to it.
Yes and no. .mod is hardcoded, moviepack is not (but has no wheels).andi75 wrote:As for custom models: I just had a look at the default models in AA 2.8.3.1 and it looks like they use a simple custom text based format that doesn't support texturing either. Is the UV mapping in AA hardcoded?
Thank you for this one, I think this may be the way forward, I shall try this one out, I am having a little trouble with the mac version, on my PC I pasted in a folder called moviepacks, and put one of the movie packs for download, and it worked, I think the location was just in the main directory of Armagetron, now with the mac version, it is not so clear, I have been pasting files all over the place, and cannot get things running, just where do we place things, whats the file structure, ieIntensity is actually a property (floor_mirror_int). Take a look at these two examples of floor mirroring:
viewtopic.php?f=42&t=19213
Thanks for the email, I had mailed you about a month back, I included a zip file with a map for your site, as I didnt hear anything this time around for a couple of days I figured you had abandoned the project and moved on....I'm just not that fast at answering e-mails.
Right. The cockpit in Arma supports transparency, so there is room to be creative with that. Cockpits are a feature of 0.3x branch, not the current stable one. The 0.3x branch also supports music (it has a built-in player and key-bound controls) - but does not support multiple moviepacks yet.Game Zone wrote:...I think the only way to do something like that is with what in Armagetron is called cockpits/HUD which allow for a 2D graphic effect for windows not a 3D one we could have if the first person view showed the model and we had the window frames as part of the model.