sine.wav - various graphical

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

Post by Bytes » Wed Feb 27, 2013 5:19 pm

Well if they're unreleased, we won't have seen them. It was a poor attempt at witticism, please ignore.
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Phytotron
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Re: sine.wav - various graphical

Post by Phytotron » Thu Feb 28, 2013 12:32 am

Ah, you meant a reason for them not having been seen, whereas I read it as suggesting a reason they haven't been released. :stubble:

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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Sun Mar 20, 2016 11:06 pm

Not sure what I'm going to do with this one. I think I worked on it too much and ruined my original idea.
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rim_wall.png
2016-03-20_15-00-26.png

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Re: sine.wav - various graphical

Post by Word » Sun Mar 20, 2016 11:14 pm

Is that something one can read with a modified QR/bar code scanner of the future or meant to look like celluloid film? I'm trying to find the pattern. Neat. :)

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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Mon Apr 11, 2016 10:23 pm

Here is my incam-only cockpit from the 0.4 Cockpit Discussion. I was hoping to optimize it for the cockpit-branch because it allegedly has code to compensate for different aspect ratios, but I could never get it to build on my system. I don't even know if that branch even works.

NOTE: There is no code here for other cameras, only incam. You can copy the layout and files into another cockpit to use.

I will probably write something for the other cameras later, just wanted too get this out there for people to test.
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true.zip
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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Mon Apr 11, 2016 10:38 pm

ARGON v0.1*

My challenge was to skin Armagetron with as few adjustments as necessary. I was able to come up with this by replacing the rim wall, bike and trail skins, and a fancy cockpit (designed from all the feedback in our cockpit discussions). There was supposed to be a bunch of sounds too, but that's taking longer than expected, so you'll have to wait for those. Mt design decisions were based on thoughts in the Unifying style thread.

* I spent waaaaay too much time on this.
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argon-mod.png
argon.zip
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vov
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Re: sine.wav - various graphical

Post by vov » Tue Apr 12, 2016 8:41 pm

That cockpit kicks ass, nice one! And I might just have replaced the old rim texture I used with this one. :D

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Re: sine.wav - various graphical

Post by Monkey » Wed Apr 13, 2016 1:28 am

Looks really good sine, good job.
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Re: sine.wav - various graphical

Post by Misery » Sat Apr 16, 2016 4:37 pm

That's some pretty nice work there, Sine! :D
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sinewav
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Re: sine.wav - various graphical

Post by sinewav » Tue Apr 19, 2016 1:50 am

Thanks for the positive feedback, guys. I had to make a small adjustment to the cockpit labels to compensate for low resolutions. I also has an idea to make a gray-scale variant of this cockpit with smooth, round edges. Plus, there is another unfinished Rim texture on my drive that's less "Tron" and more industrial, but it hasn't quite come together yet. I'm booked solid with school and work until the middle of May, so hopefully I can spit out another mod at that time.
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argon-0.2.aacockpit.xml
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Re: sine.wav - various graphical

Post by sinewav » Mon Oct 17, 2016 6:04 am

Here is a slight remix of a scheme I made a couple years ago, now with a matching cockpit (monochrome, Argon style). The textures are Hi-Res (8MB) and located at the AoT site.

DOWNLOAD
Attachments
outlands-incam.png
outlands.png

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