new default textures and model for the release

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

no kills ? pity...
blah.tar.gz and blah2.tar.gz give me

Code: Select all

tar: Unexpected EOF in archive
(or crash konqueror) this means that #42 and #51 are currupt
on the grid as ~free::zombie~
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Phytotron
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Post by Phytotron »

z-man wrote: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...
Heh, don't worry about it. I use my own pics anyway. In fact, I was just saying to Fonkay the other day, I'm currently (partly out of laziness not getting me to change it back) using that rim pic I posted way earlier in this thread, the one Lucifer referenced. You can see it has a black background. Combine that with my black floor and I can't tell where the rim is, heh. But, I don't care—I'm rarely there anyway. Then again, others may turn off floor rendering, so I guess your suggestion still applies.

By the way, that one looks better if you brighten it up, or mess with the channel mixer and stuff. I just posted the (edited) base image I stole from the Tron Sector site.

Speaking of circuit-looking stuff, I've "transposed" most of the GLTron artpacks that I like so they'll work with AA, for my personal use. Here are some from the artpack called "Binary." I've no idea whether there's any kind of copyright, but maybe they could be used for some kind of layering or whatever. By the way, that particular one has a splash screen with the kind of explosion Lucifer might like. http://www.gltron.org/artpacks.php
Attachments
A single one for looking at. I use this one in my non-moviepack textures.
A single one for looking at. I use this one in my non-moviepack textures.
RimWallCircuitry.zip
The entire set of four.
(143.36 KiB) Downloaded 155 times
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edd
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one more attempt, should i continue?

Post by edd »

I have done a bit more work on a splash screen. However I am not sure if one has already been chosen! Some feedback please.
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splach screen2
splach screen2
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Lucifer
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Post by Lucifer »

Ok, here's my rim wall with the top nd bottom lines turned off. You need to do what z-man said with wrap_y or whatever it was (previous page). It looks ok, I guess. :)
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rim_wall.png
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Lucifer
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Post by Lucifer »

OK, for walking tree, more screenshots. Or rather, these are the two files that gave you the EOF error re-done. hopefully they'll be complete this time.

Also, the recording. If it fits.

@edd: nothing's been picked as final yet, I consider how the rc looked more like a warning shot, to get people interested in submitting artwork. :)
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blah.tar.gz
(1.95 MiB) Downloaded 125 times
blah2.tar.gz
(1.37 MiB) Downloaded 132 times
thefile.aarec.gz
(339.2 KiB) Downloaded 145 times
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Z-Man
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Post by Z-Man »

Use FADEOUT_NAME_DELAY 0 to disable the name display. Or a negative value perhaps.
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Jonathan
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Post by Jonathan »

*Takes a quick look at gCycle*

==0: never show
>0: show for that many seconds
otherwise: always show
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Fonkay
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Post by Fonkay »

z-man wrote:Use FADEOUT_NAME_DELAY 0 to disable the name display. Or a negative value perhaps.
Fadeout_name_delay -1 leaves the names up permanently. That's the setting I use.
Last edited by Fonkay on Thu Jan 26, 2006 2:02 am, edited 1 time in total.
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Lucifer
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Post by Lucifer »

Ok, this is my last rim wall texture, and this is a serious submission. :) Of course, if you guys can take it and make it better or whatever, knock yourselves out. There are also two screenshots of the grid with the settings I gave up before. It uses the floor textures and the cycle wall textures I made and the tonka toy cycle that k made that I love so much.
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screenshot_54.png
screenshot_56.png
rim_wall.png
(2.58 KiB) Downloaded 47 times
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joda.bot
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Post by joda.bot »

@edd: Cool thx, I wanted to give you feedback about your first splash but forgot to do that while experimenting with rim_wall textures.

ok, I like the motive, but I think it has too much motionblur, I'd like another font in the upper left corner or perhaps the text another position ... hmmm not sure.
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Tank Program
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Post by Tank Program »

Fonkay wrote: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:
I like your first one in that list of attachments, the 3 one.
Image
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joda.bot
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Post by joda.bot »

@lucifer: your serious texture can be compacted to 512x1 (as you can just reduce it to one pixel line ;)).
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joda.bot
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Post by joda.bot »

I wanted to check my Tron DVD for the original grid color ;)...

I did some screen captures then, and I might have good camera angle for edd's cycles ;).

edd: How about rendering the cycle's similiar to the perspective below ?
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2 cycles concept capture
2 cycles concept capture
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Lucifer
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Post by Lucifer »

You know, one of the reasons I liked this game so much when I first fired it up was because while it was reminiscent of what I liked from the movie, it really and truly felt like an independent work and made what I considered many improvements over the movie. :)

Anyway, I tend to think that going after a perfect replica of the grid floor from the movie would be too bright. I could be wrong....
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Phytotron
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Post by Phytotron »

My brain just referred me here: You know you play too much Armagetron if while you're watching the movie Tron, you complain about the light cycle scene being done "all wrong." :D :wink:
Last edited by Phytotron on Fri Jan 27, 2006 4:30 am, edited 1 time in total.
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