Search found 163 matches

by ClayOgre
Sun Apr 16, 2006 2:42 am
Forum: Help: Map Making
Topic: Some textureMatrix tutorials
Replies: 0
Views: 819

Some textureMatrix tutorials

Here is a link to some tutorials I made about how to use the textureMatrix command.

http://hosted.rangfar.com/bzflagworld/f ... .php?t=620
by ClayOgre
Wed Apr 05, 2006 1:15 pm
Forum: Help: Map Making
Topic: twitchy texture matrices
Replies: 8
Views: 2074

Tried spin, worked like a champ. Thank you.
by ClayOgre
Wed Apr 05, 2006 2:17 am
Forum: Help: Map Making
Topic: twitchy texture matrices
Replies: 8
Views: 2074

I am not sure using texture coords would do what I want. UV map, say, a 512 size texture to a whole map? Wouldn't that be kinda jaggy looking...or am I not understanding what you mean. I will probably give the spin idea a try, I think that might do the job. I have seen this "twitch" problem a couple...
by ClayOgre
Mon Apr 03, 2006 2:56 am
Forum: Help: Map Making
Topic: twitchy texture matrices
Replies: 8
Views: 2074

Did you run into the same problem?
by ClayOgre
Mon Apr 03, 2006 12:43 am
Forum: Help: Map Making
Topic: twitchy texture matrices
Replies: 8
Views: 2074

twitchy texture matrices

The attached zip file contains the start of a map and four textures. I have one texture as GroundMaterial and another that covers a single very large mesh that covers the entire map, with a moving texture matrix. If I used fixedscale to make the texture on this mesh larger so the tiling isn't as obv...
by ClayOgre
Mon Feb 13, 2006 1:20 am
Forum: Help: Map Making
Topic: spinning textures
Replies: 6
Views: 1829

Actually, I googled UV mapping...which I figured would do the same thing. And what I did find, I didn't understand either. ...and I read your link and I still am, at best, only a smidge further enlightened. Just got a whole bunch more terms for which I have no definition. Either that or they got law...
by ClayOgre
Sun Feb 12, 2006 10:15 pm
Forum: Help: Map Making
Topic: Texture matrices and system resources.
Replies: 2
Views: 891

Texture matrices and system resources.

If I have something like 20-40 objects in a map, all using texture matrices (maybe 5-6 different matrices) to move textures...how much of a drain on system resources is that gonna cause? In other words, will it make things really laggy?
by ClayOgre
Sun Feb 12, 2006 10:13 pm
Forum: Help: Map Making
Topic: spinning textures
Replies: 6
Views: 1829

I solved it...sort of

I truthfully really do not understand why what I did worked. However... In wings, I took the face of a cube and did an extract region. Then I UV mapped that extracted region, which made the entire UV map into a single face. I applied my texture and texture matrix and viola, it spins around it's cent...
by ClayOgre
Sun Feb 12, 2006 8:11 pm
Forum: Help: Map Making
Topic: spinning textures
Replies: 6
Views: 1829

spinning textures

I have poked around on here and elsewhere and can't seem to find what I am looking for. Basically I want to have a mesh face that has a texture on it...just one texture, not tiled, not stretched, and have that texture spin continuously around it's own center (not fixedspin). I am assuming that the "...
by ClayOgre
Tue Feb 07, 2006 12:51 am
Forum: Enhancements
Topic: other file formats for textures
Replies: 7
Views: 2294

I apologize if I seem ungrateful. I shouldn't complain. Don't think I fail to appreciate what you have done, because I do. The game is a good one and it IS free. And you guys have done a heck of a job with what you have done so far. The fault is probably mine, I lack the imagination and/or necessary...
by ClayOgre
Tue Feb 07, 2006 12:15 am
Forum: Enhancements
Topic: other file formats for textures
Replies: 7
Views: 2294

Okay...so png it is...

However, I have a texture I am working on right now, which I will most likely have to scrap (and maybe the model that goes with it). I played with the compression settings in Gimp, which apparently defaults to maximum compression (i.e. 9). The texture file is a UV map which I am not yet even done wi...
by ClayOgre
Mon Feb 06, 2006 9:47 pm
Forum: Enhancements
Topic: another texture option
Replies: 2
Views: 1225

another texture option

I am not a programmer so I don't know what would be involved in implementing this idea or even if it is practical: I think it would be very useful if there was a provision to implement some sort of procedural texture function into maps. To be able to give a set of instructions on how to make a textu...
by ClayOgre
Mon Feb 06, 2006 9:43 pm
Forum: Enhancements
Topic: other file formats for textures
Replies: 7
Views: 2294

other file formats for textures

One of my big frustrations is that I make a texture that looks really good, but has too huge of a file size. If I shrink it to where the file download size is acceptable, all the detail goes out the window and I am left with a smear. It would be nice to be able to have an option to use the JPEG form...
by ClayOgre
Sat Jan 21, 2006 1:33 am
Forum: General Map Making Discussions
Topic: Just for the Halibut - compiling BZEdit
Replies: 2
Views: 1110

Well, after poking around, I did find this: http://www.bzfed.org/index.php?module=pagemaster&PAGE_user_op=view_page&PAGE_id=5&MMN_position=10:10 However, it puked on compile for me...probaby because I don't have Gnome on my system. However, if you have Gnome, it might work for you. Like I say, I don...
by ClayOgre
Sat Jan 21, 2006 12:35 am
Forum: General Map Making Discussions
Topic: Just for the Halibut - compiling BZEdit
Replies: 2
Views: 1110

Just for the Halibut - compiling BZEdit

Just for the heck of it, I downloaded the BZEdit source code package. Silly me, figured there'd be the usual generic ./configure - make - make install instructions included. But there hain't! I am completely lost. Do I need to run autogen to make a configure script? Howinheck does one do that? Do I ...
by ClayOgre
Thu Jan 19, 2006 2:38 am
Forum: General Map Making Discussions
Topic: Just an idea...screenshots as bzflag textures.
Replies: 29
Views: 7337

2 things - im fine u

You might need to do a texture matrix and scale the screenie to fit the object: textureMatrix name screenie_tex fixedscale x y end then reference the texturematrix in your material statement with "texmat screenie_tex". You'd have to fiddle with the values to get the sizing right. The other thing is,...
by ClayOgre
Tue Jan 17, 2006 3:16 am
Forum: General Map Making Discussions
Topic: When posting a map and viewing a map (screenshots)
Replies: 3
Views: 1219

Me personally, I prefer a big picture with a thumbnail (I hate small screenies, even though I have a 56k dialup.). That way I have a choice as to what to look at. It's why I use Imageshack, they give you this nifty code string you just copy and paste in the body of your message. Presto! Instant link...
by ClayOgre
Tue Jan 17, 2006 3:13 am
Forum: General Map Making Discussions
Topic: Just an idea...screenshots as bzflag textures.
Replies: 29
Views: 7337

or....

Have a fake tank with a small .01 teleport located at the muzzle. Elsewhere you have a TP linked to the teensy one so that somebody shoots into it, looks like the fake tank is shooting. They shoot back, tank no explodee, what fun, yes?
by ClayOgre
Sun Jan 15, 2006 9:55 pm
Forum: General Map Making Discussions
Topic: Just an idea...screenshots as bzflag textures.
Replies: 29
Views: 7337

Just an idea...screenshots as bzflag textures.

Has anybody thought of using an actual BZFlag screenshot as a texture in a game? Seems like you could create some interesting effects. For instance, say you create a narrow "hallway" with a wall at the far end. Go into your map to the entrance to the hallway, get nicely squared up and take a screens...
by ClayOgre
Sun Jan 15, 2006 9:42 pm
Forum: Help: Map Making
Topic: Texture question
Replies: 4
Views: 1360

You can also use texture mapping, but that is a whole 'nother ball of wax. If you do your own mesh's check out http://www.davidbrinnen.com/tut_wings_3.html.
by ClayOgre
Sun Jan 15, 2006 9:19 pm
Forum: Works In Progress
Topic: I am a sick, twisted Bzflag mapper
Replies: 9
Views: 3508

Ummmm...lets not go comparing me to LouMan. His maps actually work. Mine may end up being too resource impractical. So far, all those lovely textures tip the scale at just under 2 megabytes, the one for the wall spikes alone is 406.7 K for a 512x512 PNG file! And I ain't even done yet. Things like t...
by ClayOgre
Sun Jan 15, 2006 4:18 am
Forum: Works In Progress
Topic: I am a sick, twisted Bzflag mapper
Replies: 9
Views: 3508

I am a sick, twisted Bzflag mapper

Or something to that effect. Three screenshots of what I have so far. Kinda up in the air because I am not done texturing what goes underneath. I expect that this map will probably never get played, since the textures are gonna be a mutha to download, but I am having a heck of a time making it. As y...
by ClayOgre
Sat Jan 14, 2006 6:01 pm
Forum: Map releases
Topic: Two Islands
Replies: 10
Views: 1851

Well...I didn't get much time to look at it, since everytime I tried to load it, the tank spawned in the water and I promptly died. I think you need to put in some tank spawn zones in a "drier" area, so to speak.
by ClayOgre
Sat Jan 14, 2006 3:51 pm
Forum: Help: Map Making
Topic: Flat Teleporter
Replies: 14
Views: 2869

You could make a mesh with a horizontal spot set to drivethrough. Tank falls into a box with the only way out being through a conventional vertical teleport. Klunky, but it would work.
by ClayOgre
Sat Jan 14, 2006 3:36 pm
Forum: Help: Map Making
Topic: Textures movement
Replies: 1
Views: 706

The below is copied from the bzw man page. The two lines in bold are the commands for what you want. Whatever value you plug into spin is how fast it spins. Shift moves your texture in X and Y. If you are looking at the side of a meshbox that has a texture that you are using shift with, if you set t...