new default textures and model for the release

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Lucifer
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Post by Lucifer »

Except that grass should be modeled rather than textured. :) We could do it with the particle system, but it would kill fps. Anyway, I stumbled across a tutorial for blender that has you modeling grass with a particle system one time, very interesting stuff. ;)
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Post by gnorty »

Thanks for that Fonkay, I'll try it when I get time. Doesn't the grass look enormous though? I had some trouble with the crowd texture, once it was on the walls, the spectators were giants!
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Post by Fonkay »

Well I had in small tiles, when I used with my forrest moviepack. You can get your own if you like. It was mostly just a suggestion. :D
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Post by Phytotron »

I made that grass floor tile Fonkay posted. I didn't really think about scaling or anything as I was making it—it was just a quick one-off in Photoshop using the grass paintbrushes.

Anyway, if you're still interested in using it, gnorty, you can adjust the size of floor tiles by changing the grid_size_moviepack value found in the moviepack settings.cfg. Bigger means bigger, smaller means smaller.
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Post by philippeqc »

I'm really sorry!

I was quite negligeant of my duties, nose deep in some code.

So here is my choice for the RC:

Walking Tree's splash screen http://forums.armagetronad.net/download.php?id=1917
Fonkay's rim wall: http://forums.armagetronad.net/viewtopi ... 6027#36027
K's cyclepack: http://forums.armagetronad.net/viewtopi ... 0029#40029

There was no sky or floor offered.

There is a glow, a shine, a synergeous harmony to that combinaison, dont you think? If you do, feel free to sing to the glory of everybody who contributed. If you dissagree, better navigate your favorite browser to some other resources, fire up that 3d modeler, polish your Gimp/Photoshop skills, warm up the elbow grease and get ready to burn the midnight oil, because my ears will be deaf toward any other form of protest (ie: prose and poetry based).

A big remember to everybody, the dead line for the real set of data to be included in the full release is comming soon!

-ph

NB: I'm not sure if I've made the following point clear enough: You are very free to suggest someone else's work!
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Post by Z-Man »

Cycle textures and title screen taken. I added the preliminariness text to the title right at the top where it did not hurt the image too much.

Sorry, I have to veto Fonkays rim wall as it is now; it does not wrap in the x direction, which makes it look even worse than my borg cube. The general concept is fine, though, and I'd be willing to disable texture wrapping in the y direction to make it look good in game. It's just too unfinished as it stands right now.

Technical note: textures (does not apply to title screen) should be of power-of-two dimension, so the rim wall should probably be 256x256 or 512x512 pixels. Oh, and along with a rim wall texture, new and matching floor color values would be nice.
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Post by Lucifer »

Hmmm, I GIMPed Fonkay's wall to see if I could correct, probably doesn't look good, but here it is. At 512x512 even.
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Post by Fonkay »

512 x 512
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Post by Lucifer »

I can see why it doesn't tile in the x direction. The blue stripes under the black bars go from dark blue on the left to light blue on the right. Maybe if you centered the stripes instead, so they went dark blue on the left, light blue in the middle, and back to dark blue on the right?
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Post by Fonkay »

So a bit more symmetrical?
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Post by Lucifer »

That's the word. :)
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Post by Fonkay »

I started from scratch. But I can't remeber what I did the first time. :?
So here's a more symmetrical version of the closest I could get to the original.
Feel free to mess with it yourself. Or suggest maybe a different colour?
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wall-512-sym.png
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dlh
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Post by dlh »

hmm, I don't like the title screen. I'd prefer that we keep the current one.

What I don't like about it --
* The mask around Artemis needs to be fixed up.
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Post by Lucifer »

Here's some in-game screenshots. It's pretty bright. I think you're going in a good direction, and z-man's right, some new floor colors would be nice. :)

Can you try darkening it a bit? You can see in the screenshot how it's very difficult to read the text in the menu and also over the enemy cycles.

I like the arch-cathedral look it's got going, though. :) Locutus has some arched textures on his website that look pretty good. The arch thing is cool.
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screenshot_1.png
screenshot_2.png
screenshot_4.png
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dlh
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Post by dlh »

Fonkay wrote:I started from scratch. But I can't remeber what I did the first time. :?
So here's a more symmetrical version of the closest I could get to the original.
Feel free to mess with it yourself. Or suggest maybe a different colour?
I really like this one. Anyone have a good color for the floor?
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