new default textures and model for the release

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

Lucifer wrote:Um, a bright floor will help people like Silly who have a hard time seeing dark trails....
Actually, I play with the floor turned off, meaning it's black, which is why I have such trouble seeing dark colors. So, that'd be neither here nor there in my specific case, heh.
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Post by Walking Tree »

joda.bot wrote:Link to the font file: http://www.grsites.com/modperl/fontview ... =t&fn=TRON
(guess it's public domain?)
no, they say
If you use this font, please link back to http://www.grsites.com
I interpret this as BSD-style licencing, which shouldn't cause any problems, but I'm no expert...
on the grid as ~free::zombie~
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Post by Walking Tree »

on the colours: if you want to change the floor color, force it onto the agenda now if you want my last title screen with good-looking screen shots in the background.
on the grid as ~free::zombie~
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Post by joda.bot »

@tree: ok, you're right... I'll ask lucifer howto handle this ;)
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Post by dlh »

You aren't distributing the font, there is no need to worry about copyrights. Furthermore, grsites did not create the font, Paul Albers (pa@gis.shl.com, but it probably is dead. His website was.) did.

It seems enlightenment includes the font with a package.
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Post by joda.bot »

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Post by joda.bot »

I added a lower border which improves visibility of wrtl's race server walls.

There is a meaning to the bar code ... :)
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Can anyone read the bar code ?
Can anyone read the bar code ?
This is the 512x512 Texture Version ...
This is the 512x512 Texture Version ...
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Post by Z-Man »

About the rim wall: nice variations.
In the current settings distributed with rc2, the rim texture is stretched quite a bit in the x-direction; this improves the filtering when the wall is viewed under a sharp angle. Keep that in mind or change the defaults when you experiment with the rim.

Fonkay's version especially: Sorry, I did not think about this: now players who disable the floor rendering won't see the lower end of the wall. Silly will be all over us... Maybe we can replace the black background with something cool shining through, like circuits, energy flow patterns, Joda's barcode or computerish character sequences. It would need to be rather dark (less than half gray) and color neutral. A shame we can't animate it or give it a paralax... Perhaps something can be found in someone's archives?

The old sky: heh, that's by me. Call me Leonardo :) It's just some colored noise, I think I made it with povray.

Tree, about the screenshot for the title: Logically, all the other art needs to be final if the screenshot to look like the game. But is this really a requirement? With the added filtering, it not look as good as the game action itself. Should it not rather be a fake like the stuff in the title bar of the forum?
Anyway, if it has to be a screenshot or several (I'd probably use three smaller ones scattered around like we don't care, but I call a blob with two wheels a lightcycle, so you probably should not listen), just submit a placeholder where you put random shots in. The final deadlile for the title can be extended some days.
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Post by Lucifer »

Ok, bright floor, dark walls, that's what I'm thinking. Someone give up dark walls, not quite black, but much darker than even Joda's grey walls.

(I really like the tonka toy cycles :) )
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Post by Fonkay »

Some of many variations.
I tried to find a pic that looked something like a eletrical panel, but this was the best I could find, if you can think of something better, please send it, and I can add it. :D
Also, if this all sucks, tell me to start over plz. :roll:
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I dunno
Kinda hard to see
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A little dark
A little dark
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Lucifer
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Post by Lucifer »

Ok, I've partially solved the floor. Here are the images. With these, you're free to set a much brighter blue for the floor. Also, a cycle trail that looks pretty neat. :)

I failed utterly on the grid wall. Fonkay: have you tried maybe taking silly's light disc and putting it as an alpha layer behind what you've got? I thought about trying that, but wound up trying his disc directly and didn't like the result too much. (I stuck it on top of a woven fabric thingee)
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floor.png
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floor_a.png
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floor_b.png
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Lucifer
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Post by Lucifer »

Here's the cycle trail.
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Post by Lucifer »

with floor_red 0
floor_blue 0.6
floor_green 0.4

Screenshots and the rim wall. I went for playable and abstract, no particular theme. The combination made a nice feeling grid. :)

Um, what's going on with the top, anyway? It's just repeating the top couple of rows of pixels up into infinity? I put a row of black up there, er, dark blue, and that's what you see here.
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rim_wall.png
screenshot_1.png
screenshot_2.png
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Post by Z-Man »

Lucifer: yes, its repeating the top pixels. You can make it wrap like in the old days with RIM_WALL_WRAP_Y 0.
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Post by Lucifer »

For walking tree: a bunch of screenshots. There are three files, each unzips into its own directory and is full of screenshots taken from a recording. There are some good ones in there. :)

I ran a black rim wall (hard to play) so you wouldn't have to deal with that. I turned off the hud, of course. Couldn't turn off cycle names. :( I'm not that worried about it. If they're too cluttered, then yeah, probably need to get rid of them. If not, why can't they stay? The players who were there will be forever immortalized in the splash screen.

All the shots have fortress all over them. My personal opinion: the fortress is the biggest part of this release. Maps are really great, but we've only started to explore the possibilities. But the one thing people are responding to the most is fortress. Anyway, it might be a good idea to jump over to wrt's race server and grab a shot to throw in there to show off the cool map stuff too.
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