So I'm not sure why this acted as a cure, but instead of making images from scratch, I opened the wall and floor png's in the default moviepack and just pasted those color designs on top, merged the layers, and saved. That worked. So that's why I'm wondering about whether the type of PNG is the issue.Oscilloscope wrote:And then I'm having an issue with one I tried to throw together earlier. Simple color designs, sized to the same wall and floor dimensions as in the default moviepack (e.g., 256x256 for the walls), saved them as png's, replaced them. But then when I launched the game they were all nearly black. I can tell the images are there, but it's as though the saturation and brightness were turned down to nearly zero, ya know.
Problems with movie pack.....
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OK, can someone just simply explain to me, break down, this code for me, so's I know exactly how it works:
What's with the two sets of RGB's? Why the different values in each set? Why don't they behave in the same manner as with cycles (e.g.; R-15, G-15, B-0 doesn't equal yellow)?
And lastly, when I, on my Mac, stick in a floor texture it shows up fine when set on 'textured plane.' But when someone with a Windows version uses the same floor.png, and the same settings.cfg, the floor is colored, apparently, by those floor color settings. So, it may be blue, or black, or whatever. What should the settings be so that the floor.png texture is left unaffected by the floor color? Or is there some other cause altogether?
And please, no condescension.
Code: Select all
MOVIEPACK_HACK 0 bring the cycle models in the "right" position
#MOVIEPACK_FLOOR_RED .19 floor color (with moviepack)
#MOVIEPACK_FLOOR_GREEN .25 floor color (with moviepack)
#MOVIEPACK_FLOOR_BLUE .46 floor color (with moviepack)
MOVIEPACK_FLOOR_RED 1 floor color (with moviepack)
MOVIEPACK_FLOOR_GREEN 1 floor color (with moviepack)
MOVIEPACK_FLOOR_BLUE 1 floor color (with moviepack)
MOVIEPACK_WALL_STRETCH 4 relative length of wall segmnents
GRID_SIZE_MOVIEPACK 2 the grid size same for moviepack
And lastly, when I, on my Mac, stick in a floor texture it shows up fine when set on 'textured plane.' But when someone with a Windows version uses the same floor.png, and the same settings.cfg, the floor is colored, apparently, by those floor color settings. So, it may be blue, or black, or whatever. What should the settings be so that the floor.png texture is left unaffected by the floor color? Or is there some other cause altogether?
And please, no condescension.
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Code: Select all
#MOVIEPACK_FLOOR_RED .19 floor color (with moviepack)
#MOVIEPACK_FLOOR_GREEN .25 floor color (with moviepack)
#MOVIEPACK_FLOOR_BLUE .46 floor color (with moviepack)
Code: Select all
MOVIEPACK_FLOOR_RED 1 floor color (with moviepack)
MOVIEPACK_FLOOR_GREEN 1 floor color (with moviepack)
MOVIEPACK_FLOOR_BLUE 1 floor color (with moviepack)
Code: Select all
MOVIEPACK_WALL_STRETCH 4 relative length of wall segmnents
Code: Select all
GRID_SIZE_MOVIEPACK 2 the grid size same for moviepack
The identity, 1.Oscilloscope wrote:What should the settings be so that the floor.png texture is left unaffected by the floor color?
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What version of the client are you using? The blue moviepack floor bug was fixed in 0.2.7.1, but present in 0.2.7.0
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I have 2.7.0 (I think) But I've also tried it on my 2.8, with no luck there either.
I don't know what that means.... I'm computer dumb, which is why I'm asking these questions.Jonathan wrote:Did you edit the correct FLOOR_* or MOVIEPACK_FLOOR_*? Could there be something in another config file? (hint: try the console)
Edit: Yes, 0.2.7.0 is likely.
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Just a note on Fonkay's screenshots, if anyone's wondering: I stole those images from a GLTron artpack called Sakura and reworked them as necessary to fit with AA. (I did transfer the original ReadMe to it, for credit.)
Side note: Me thinks the AA developers should get together with GLTron (since it's open source too), and combine the gameplay of AA with the graphics of GLTron, which are—without knocking AA—a lot nicer, and fancier in the way they do it. Plus, even though they're better graphics, I actually get a better framerate with everything on in GLTron than with everything off in AA (though I know more than just the graphics alone can affect fps). Two cents.
Side note: Me thinks the AA developers should get together with GLTron (since it's open source too), and combine the gameplay of AA with the graphics of GLTron, which are—without knocking AA—a lot nicer, and fancier in the way they do it. Plus, even though they're better graphics, I actually get a better framerate with everything on in GLTron than with everything off in AA (though I know more than just the graphics alone can affect fps). Two cents.
\Tank Program wrote:In the 'Misc Stuff' settings menu, did you enable the moviepack?
Sorry for not responding...
Yes I did enable the movie pack I even maually went into the console commands and put moviepack = 1
I'll try your sugestions after I'm done reading them...

Also I did post this topic originally with 2.7.1 but now I have upgraded to 2.8 beta 2(HORRIBLE ON CHRISTIES SERVER!!)