new default textures and model for the release

General Stuff about Armagetron, That doesn't belong anywhere else...
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Fonkay
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Post by Fonkay »

/me looks for screenshots.

EDIT: oh there they are. :oops:

Any better?
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wall-512-sym.png
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Lucifer
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Post by Lucifer »

Here's some screenshots.

floor_blue 0.8
floor_red 0
floor_green 0.4

Now I'm gonna try plugging in K's cycle stuff. :)

Edit: these are still with the older version of the wall, let me plug in the new version of it.
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screenshot_5.png
screenshot_6.png
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Post by Lucifer »

Ok, screenshots with K's stuff and Fonkay's newest.

floor_blue 0.7
floor_green 0.6
floor_red 0
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screenshot_7.png
screenshot_8.png
screenshot_9.png
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Post by Tank Program »

I like the darker floor color, but I don't like how it doesn't match the walls. Save it for next time maybe? As for the new floor color, it still seems a tiny bit off. I can't quite place it...
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Post by Lucifer »

You can try some darker ones. :) Um, equal amounts of blue and green with no red makes torquoise, which is not just a color I really like, it matches Fonkay's wall quite nicely. So pick a brightness you like and post it. :)
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Post by dlh »

floor_red 0.1
floor_green 0.1
floor_blue 0.1
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dark
dark
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Post by Lucifer »

That's pretty dark, nemo

floor_green 0.5
floor_blue 0.6
floor_red 0

:)

Also, the lines in the walls are hard to see, so the walls look like a solid color and it's only when you get real close that you can see them, but then you're going fast enough that the lines don't really articulate. If that's the desired effect, it worked out. I'm not enjoying it that much, though. Is it possible to stretch the wall texture without using the moviepack? That would probably straighten it out.
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Post by Lucifer »

I fooled with the tail texture, here's screenshots and the texture.
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screenshot_12.png
screenshot_11.png
dir_wall.png
dir_wall.png (205 Bytes) Viewed 3659 times
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Post by Walking Tree »

nemostultae wrote:What I don't like about it --
* The mask around Artemis needs to be fixed up.
didn't you hear philippes comment about complaints ?
anyway, you're right ;) i'll try to find some time to gimp over it tomorrow.

Code: Select all

emerge gimp
on the grid as ~free::zombie~
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Post by Lucifer »

Sorry nemo, I'm not liking the dark floor. The grey might work out, if lighter. What does it look like at 0.3 or 0.4? I tried all white myself and it looked bad. Heh.
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Post by Fonkay »

I like the first floor personally.

I would like to point out that the splash screen and/or the walls should change color. I think that they should match, or at least coordinate. Up to a vote for whether we go with gold, blue, or some other random color.
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Post by iceman »

the scale of the grass tile can be altered in game with these two commands

grid_size #
grid_size_moviepack #

I think the default values are 1 and 2
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Post by Walking Tree »

what do you say ?

edit: would you want the gimp source if this where included in the release ?
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tried to get rid of that white rim
tried to get rid of that white rim
blue version
blue version
on the grid as ~free::zombie~
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Post by Walking Tree »

now the rim is still there, but looks different. better IMO.
If there actually is demand, I can do this in blue.
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other version
other version
on the grid as ~free::zombie~
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Post by Fonkay »

Much better :)
Just up to phil to make the final choices.
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