General Stuff about Armagetron, That doesn't belong anywhere else...
joda.bot
Match Winner
Posts: 421 Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:
Post
by joda.bot » Fri Jan 27, 2006 4:29 am
Tron's original grid color's ... (yes there is more than one O.o)
HTML: #0E3A4C
floor_R:0,054902
floor_G:0,227451
floor_B:0,298039
HTML: #0C1940
floor_R:0,047059
floor_G:0,098039
floor_B:0,250980
The Tron grid has these two shades of blue
(there are also some shots where the grid appears to be colored green)
I also modified the grid floor textures if anyone cares...
To get the original movie color's set floor_* to 1 - this works quite well except if you turn off floor textures.
Attachments
floor-#0E3A4C.zip
#0E3A4C colored floor texture (6.4 KiB) Downloaded 162 times
floor-#0C1940.zip
#0C1940 colored floor textures (6.4 KiB) Downloaded 161 times
joda.bot
Match Winner
Posts: 421 Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:
Post
by joda.bot » Fri Jan 27, 2006 4:36 am
A new wall texture with the movie's color scheme.
For RC1 & RC2:
256x256:
rim_wall_stretch_x should be set to -80 (-40 for 1:1 aspect ratio).
rim_wall_stretch_y remains at 40
512x128:
rim_wall_stretch_x should be set to -80 (-40 for 1:1 aspect ratio).
rim_wall_stretch_y remains at 10
Attachments
Movie color's colors.png (2.87 KiB) Viewed 4884 times
256x256 version rim_wall_256x256_ArmagetronAd.png (6 KiB) Viewed 4895 times
512x128 high detail texture... rim_wall_512x128_ArmagetronAd.png (3.7 KiB) Viewed 4895 times
Last edited by
joda.bot on Fri Jan 27, 2006 5:09 am, edited 1 time in total.
joda.bot
Match Winner
Posts: 421 Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:
Post
by joda.bot » Fri Jan 27, 2006 4:40 am
Some screen shots of this texture set (256x256 used through out).
Attachments
wrtl's server using the darker floor
wrtl's maze server with barcode decoration
fortress server featuring the complete logo and also shows blue on blue is bad ;)
Lucifer
Project Developer
Posts: 8747 Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Post
by Lucifer » Fri Jan 27, 2006 5:30 am
Here's a sky texture I stumbled across.
Edit: Added a seamless version, since it's getting some real votes. The seamless version should be used because it tiles and the original doesn't.
Attachments
Seamless version
Last edited by
Lucifer on Fri Feb 03, 2006 10:23 pm, edited 1 time in total.
Lucifer
Project Developer
Posts: 8747 Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Post
by Lucifer » Fri Jan 27, 2006 5:37 am
A variation of the sky.
Edit: Added another screenshot
Attachments
Last edited by
Lucifer on Fri Jan 27, 2006 6:07 am, edited 1 time in total.
Lucifer
Project Developer
Posts: 8747 Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Post
by Lucifer » Fri Jan 27, 2006 5:56 am
If I want to make an upper sky, how do I do that? sky.png is the lower sky, apparently. How do I have a dual-textured sky?
joda.bot
Match Winner
Posts: 421 Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:
Post
by joda.bot » Fri Jan 27, 2006 6:33 am
yeeehhaaa... once again ...
Attachments
improved null unit moviepack sky :P
tronsector background with movie colors 1024x512 (two barcodes)
movie color\'s with a violett \"PI\" letter rim_wall_256x256_pi.png (4.06 KiB) Viewed 4849 times
Last edited by
joda.bot on Fri Jan 27, 2006 7:20 am, edited 1 time in total.
Lucifer
Project Developer
Posts: 8747 Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Post
by Lucifer » Fri Jan 27, 2006 6:40 am
Ok, new floor textures, with screenshot. These are at floor_blue 0.7 and floor_green 0.6 (floor_red 0).
Attachments
floor_a.png (155 Bytes) Viewed 4867 times
floor_b.png (141 Bytes) Viewed 4867 times
Jonathan
A Brave Victim
Posts: 3391 Joined: Thu Feb 03, 2005 12:50 am
Location: Not really lurking anymore
Post
by Jonathan » Fri Jan 27, 2006 7:56 am
Lucifer wrote: If I want to make an upper sky, how do I do that? sky.png is the lower sky, apparently. How do I have a dual-textured sky?
Lower sky:
Texture: sky.png
Color: (1, 1, 1)
Z: 100 m
Texture repeat: 200 m
Upper sky:
Texture: floor.png
Color: (0.5, 0.5, 1)
Z: 200 m
Texture repeat: 1 m
Lucifer
Project Developer
Posts: 8747 Joined: Sun Aug 15, 2004 3:32 pm
Location: Republic of Texas
Post
by Lucifer » Fri Jan 27, 2006 8:13 am
Um, it doesn't seem to be working. Maybe I should try flipping the two, heh.
Z-Man
God & Project Admin
Posts: 11715 Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:
Post
by Z-Man » Fri Jan 27, 2006 12:54 pm
I filled the black bits of Fonkay's texture with lucifer's first submission:
Attachments
PNG
rim_wall_zman_blend_luci_fonkay.xcf.gz
Gimp source (189.36 KiB) Downloaded 155 times
iceman
Reverse Adjust Outside Corner Grinder
Posts: 2448 Joined: Fri Jan 09, 2004 9:54 am
Location: Yorkshire, England. Quote: Its the fumes, they make one want to play
Contact:
joda.bot
Match Winner
Posts: 421 Joined: Sun Jun 20, 2004 11:00 am
Location: Germany
Contact:
Post
by joda.bot » Fri Jan 27, 2006 2:12 pm
@iceman: cool and icy *hehe* and tiles perfectly
If anyone needs a certain PSD to mess with... just request it.
I have to stop to flood this thread to give anybody else a chance
.
Go head provide some ideas and submissions ? Come on, have you all run out of ideas for textures or splashscreens ? How about your ideas or variations ?
Tank Program
Forum & Project Admin, PhD
Posts: 6712 Joined: Thu Dec 18, 2003 7:03 pm
Post
by Tank Program » Fri Jan 27, 2006 6:07 pm
I'd like to submit that we don't get too close to the movie... for what I hope are obvious reasons.