new default textures and model for the release

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

That looks pretty good, but being the perfectionist I am :) , I'm wondering if it wouldn't be better with an explosion in it. Tell ya what, later on when I come in to play, if you're there, we can try to pose it. You kill me (or vice versa) and then take the shot from the recording. :)
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Post by Walking Tree »

lucifer, look at that title screen very exactly. you'll find an explosion mirrored on the floor. the explosion was spammed by player names, and I believe it to have been a random non-recorded shot (while learning camera usage)

with this timeyone difference, we'll have to find a good time... it's pretty late here. (ya know when i gotta get up tomorrow)
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Post by Lucifer »

I might try it on my own, there's lots of good opportunities on fortress. If I find one, I can throw together a recording and send it along (rather, I'll play with recording on, and if I get some good possibilities, I'll mark the time so you can scan ahead to them and send some shots that might work for you by themselves). Um, except I'm running off the trunk. I'll upgrade locally to rc2 for it so you can use the recording.

(I saw the mirrored explosion, which is what got me thinking about it :) )
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Post by Walking Tree »

i'm on amd64 if that matters...
i'll play with recording as well..
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Fonkay
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Post by Fonkay »

/me points to the previous page
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Post by Z-Man »

Small problem: Xevi said on Fortress that rc2 is too blue. It isn't for me and I usually don't listen to single voices ingame, but color perception and varies from eye to eye and monitor to monitor, and this is just two days after the build. What we can do about it:

The rim texture currently has a blue bottom. A blue cycle racing close to it will be invisible. Maybe keep the overall design, but add another streak of black at the bottom?

I experimented a bit with the floor colors, r=.1,g=.2, b=.3 makes everything visible better. But it's kind of gray and depressing. Could someone with a monitor/eye pair where visibility is a problem in rc2 try to find better settings?

ed, about the font: wrtlprnft just added all the special characters to both versions of the old font. Seeing as font creation is hard and tedious work, I'd hate to see one of yours' wasted.
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Post by Lucifer »

@Fonkay: that cycle he linked is his Timmy model, the one that's in his avatar, I believe. There's a thread somewhere (maybe I should look myself instead of trying to dump it on someone else, not that it matters anymore, z-man said, and all :) ) where tard uploaded a whole slew of models. His recognizer is in there, the timmy model is in there, his 2-3 triangle cycle is there, a few others.

@z-man: I can play with it a bit, but the only thing I've got is sensitive to really bright lights, like sunlight (burned my eyeballs welding a few years back). Um, a bright floor will help people like Silly who have a hard time seeing dark trails, and a medium-bright wall will help when those same cycles are against the wall, hopefully without sacrificing the brighter-colored trails.
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Fonkay
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Post by Fonkay »

black strip on bottom, see if that helps :D
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slightly less bright, (can change again)
slightly less bright, (can change again)
wall-512-sym.png
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Post by Lucifer »

Here's my shameless attempt to steal all of Fonkay's glory and stuff.

(actually, I took a closer look at the screenshot of the movie she posted and noticed a missing bevel in the lights, wondering if it would help. Also wanted to color-pick the color from the wall in what looked like its brightest point and go with a solid color. Like my modification of Tree's splash screen, this isn't a serious submission, it's just a test :) . If it seems to work, it's probably your imagination, but I'll be happy to give up color codes, the xcf, etc. The wall color here is R 49 G 125 B 164, according to KColorChooser )

Edit: I just noticed the bevel is there in Fonkay's. Heh. Hmmmmm.......
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rim_wall.png
(1.66 KiB) Downloaded 154 times
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Post by Raoul Duke »

Hm. I may try to make a splash screen of my own. I actually have, but its terrible, and i only made it to make use of a photoshop tut. http://ic1.deviantart.com/fs8/i/2005/32 ... apdeus.jpg

=\ its pretty cheesy and its just for that tut of a kiosk. I dunno. I kinda hate everything about it. font, color, not being centered right.

suggestions for walking tree: The text down by artemis should not be on artemis. Place them on both sides of her.

I dunno. users can always change their splash screen o.o

more later.
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Post by joda.bot »

@z-man: The rim_wall texture did not work for me either ... I had the same problem xevi had... so I just made some alternatives...

Here we go...

I first used a plain gray wall, but it does not work for me... as I can not judge my speed that well then. Thus I just added some "Cloud" Filter in Photoshop to give the background some "texture". The background color is either gray or blue. I also moved the "border" higher because the low white stripe confused me too much.

I prefer the gray variant ... this is closer to the old texture and work way better with the blue team on fortress! (as you can spot blue player's easier)
Attachments
Variation C - gray wall with a blue border (different color than fonkay's submission)
Variation C - gray wall with a blue border (different color than fonkay's submission)
Variation B - gray wall with a gray border (different color than fonkay's submission)
Variation B - gray wall with a gray border (different color than fonkay's submission)
Variation A - blue wall with a gray border (basic copy of fonkay's submission without spot light and some noise for better orientation)
Variation A - blue wall with a gray border (basic copy of fonkay's submission without spot light and some noise for better orientation)
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joda.bot
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Post by joda.bot »

I noticed that the floor textures have been changed since beta4.
The newer grid textures contain a shadow which is really confusing me.
I could not say why I got sea sick sometimes but I guess it has been the shadow.

I prefer to restore the old floor textures or my alternatives without shadow, but "centered" grid ...

My changed floor textures contain a rectangle rather then an "r". With a "rectangluar" border texture for the grid floor the grind lines should be centered (on the real grid lines) now.

For the grid floor I'd suggest floor_* to be set to 0.3. (that's a shade of gray and works with both my rim_wall textures).

I had quite some trouble spotting some blue player's walls on the fortress with a blue grind... (this depends on the player's shade of blue!).

Warning: IMHO my grid color is too bright/flashy with the RC2's floor textures (floor*.png).
Attachments
single floor texture with a rectangular frame
single floor texture with a rectangular frame
floor.png (1.78 KiB) Viewed 3522 times
floor_a texture with two white stripes at each side => centered ?
floor_a texture with two white stripes at each side => centered ?
floor_a.png (1.36 KiB) Viewed 3522 times
floor_b texture
floor_b texture
floor_b.png (379 Bytes) Viewed 3522 times
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joda.bot
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Post by joda.bot »

PSD file which contains the different layer's of the texture

EDIT: font file for text layers http://www.grsites.com/modperl/fontview ... =t&fn=TRON
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joda_rim_wall.zip
Zipped PSD file which contains the different layer's of the texture
(96.42 KiB) Downloaded 143 times
Last edited by joda.bot on Tue Jan 24, 2006 3:31 am, edited 1 time in total.
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Fonkay
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Post by Fonkay »

So, the whole point of the light was trying to get the strips of white to glow, and what I came up with was the best I could seem to get.
Anyone who wants to take the original of mine, and make the white strips glow (as to look like lights) feel free.

EDIT: hehe, it looks also exactly like luci's... yea, with the light, and some other filters the other bevel was lost, but I'm thinking now that leaving them out would make for better y wrapping.

EDIT2: Why is this attachment showing up as a download?
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wall2.PNG
(7.55 KiB) Downloaded 163 times
Last edited by Fonkay on Tue Jan 24, 2006 3:35 am, edited 1 time in total.
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Post by joda.bot »

Oh, I also tried a texture with text, but the problem is that most maps (even the simple square) have wrong texture coordinates! The result is that the text is mirrored.

This is an earlier version with the border at top ...
Which is not a good idea as it causes more trouble with mipmapped textures...

btw. that's the reason the wall is always a darker shade or gray or blue once it's repeated.

Link to the font file: http://www.grsites.com/modperl/fontview ... =t&fn=TRON
(guess it's public domain?)
Attachments
texture with text
texture with text
rim_wall.joda.text.png (3.86 KiB) Viewed 3517 times
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