some plain textures
some plain textures
here are some simple 1 COLOR textures for the simple folk
like me...NO no flowers or puppy dogs or spaceships just
PLAIN 1 color tex's....
i stole some of trepans names so some MIGHT work
with his map...
if you dont like them then make NEW ones, MODIFY them
use your noodle...etc...etc...contribute something...
names:
coal
carrot
blue
blood
skyb << sky blue
sun
dirt
grass
rock
snow
they are 256 x 256 PNG's just like clouds.png
like me...NO no flowers or puppy dogs or spaceships just
PLAIN 1 color tex's....
i stole some of trepans names so some MIGHT work
with his map...
if you dont like them then make NEW ones, MODIFY them
use your noodle...etc...etc...contribute something...
names:
coal
carrot
blue
blood
skyb << sky blue
sun
dirt
grass
rock
snow
they are 256 x 256 PNG's just like clouds.png
- Attachments
-
- textures.zip
- simple 1 color textures
- (2.95 KiB) Downloaded 317 times
umm why would anyone need/want these?
you can acheve the same effect by just changing the color components of a material and not using a texture.
a material with your 'blue' texture would be the same as a material with
color 0 0 1 1
notextures
Using a texture for a flat color just wastes ram on the card.
using a color makes everyone see it automaticly ( no textures to download )
for refrence the color versions of these textures would be
coal ( aka black ) = 0 0 0 1
carrot = ( aka orange ) 1 0.5 0.25 1
blue = 0 0 1 1
blood ( aka red) = 1 0 0 1
skyb ( aka light blue ) = 0.5 1 1 1
sun ( aka yellow ) = 1 1 0 1
dirt ( aka brown ) = 0.5 0.25 0 1
grass ( aka green ) = 0 1 0 1
rock ( aka 50% gray ) = 0.5 0.5 0.5 1.0
snow ( aka white ) = 1 1 1 1
you can acheve the same effect by just changing the color components of a material and not using a texture.
a material with your 'blue' texture would be the same as a material with
color 0 0 1 1
notextures
Using a texture for a flat color just wastes ram on the card.
using a color makes everyone see it automaticly ( no textures to download )
for refrence the color versions of these textures would be
coal ( aka black ) = 0 0 0 1
carrot = ( aka orange ) 1 0.5 0.25 1
blue = 0 0 1 1
blood ( aka red) = 1 0 0 1
skyb ( aka light blue ) = 0.5 1 1 1
sun ( aka yellow ) = 1 1 0 1
dirt ( aka brown ) = 0.5 0.25 0 1
grass ( aka green ) = 0 1 0 1
rock ( aka 50% gray ) = 0.5 0.5 0.5 1.0
snow ( aka white ) = 1 1 1 1
JeffM
- RPG
- Lieutenant, Junior Grade
- Posts: 2015
- Joined: Fri Sep 17, 2004 2:37 am
- Location: Chicago, Illinois
- Contact:
Yay JeffM! I was looking for how to program certian colors with the color option.[/quote]coal ( aka black ) = 0 0 0 1
carrot = ( aka orange ) 1 0.5 0.25 1
blue = 0 0 1 1
blood ( aka red) = 1 0 0 1
skyb ( aka light blue ) = 0.5 1 1 1
sun ( aka yellow ) = 1 1 0 1
dirt ( aka brown ) = 0.5 0.25 0 1
grass ( aka green ) = 0 1 0 1
rock ( aka 50% gray ) = 0.5 0.5 0.5 1.0
snow ( aka white ) = 1 1 1 1
Here is a list of the X11 rgb.txt colors:
http://lists.saigon.com/vault/colors.html
You should be able to use the names without
whitespaces as valid colors.
http://lists.saigon.com/vault/colors.html
You should be able to use the names without
whitespaces as valid colors.
sid6.7
just ask, that's what this forum is for
yes the textures work, but the end users would have to download the textures to see anything. You want to use textures when you want a custom image or patern on an object, like woodgrain, rock, or the image on my billboard sample.
Every one of those textures is sent to video card memory and take up space. Colors on the other hand are just a paramater for geometry. This means the more textures you add the harder the card has to work. The card dosn't care how simple the texture is, it just knows it's an image in ram, and draws it.
And yes as trepan has pointed out, bzflag supports a long list of predefined color names. But I feel it is important to know that you can define ANY color ( of the 16,777,216 colors available in the 24 bit spectrum ), bu using the R G B numbers.
just ask, that's what this forum is for
yes the textures work, but the end users would have to download the textures to see anything. You want to use textures when you want a custom image or patern on an object, like woodgrain, rock, or the image on my billboard sample.
Every one of those textures is sent to video card memory and take up space. Colors on the other hand are just a paramater for geometry. This means the more textures you add the harder the card has to work. The card dosn't care how simple the texture is, it just knows it's an image in ram, and draws it.
And yes as trepan has pointed out, bzflag supports a long list of predefined color names. But I feel it is important to know that you can define ANY color ( of the 16,777,216 colors available in the 24 bit spectrum ), bu using the R G B numbers.
Last edited by JeffM on Sat Jan 29, 2005 5:49 am, edited 2 times in total.
JeffM
Here is a list of the X11 rgb.txt colors:
http://lists.saigon.com/vault/colors.html
*** please ignore the SGI colors ***
You should be able to use the names without
whitespaces as valid colors.
The other place to look for this information is
in the source code, src/common/ParseColor.cxx.
http://lists.saigon.com/vault/colors.html
*** please ignore the SGI colors ***
You should be able to use the names without
whitespaces as valid colors.
The other place to look for this information is
in the source code, src/common/ParseColor.cxx.
Hex color codes are not accepted.
Only named colors and floating point
colors are accepted (with useful values
between 0.0 and 1.0).
so either:
or
Only named colors and floating point
colors are accepted (with useful values
between 0.0 and 1.0).
so either:
Code: Select all
arc
color SteelBlue
notextures # get rid of the textures to better show the color
end
Code: Select all
material
name magic_blue
color SteelBlue
notextures # get rid of the textures to better show the color
end
arc
matref magic_blue # use a reference to a material
end
more textures
okay here are some realistic 256 x 256 PNG textures
i found like wood...concrete..marble....street stones
roofing....stuff like that....mainly textures NOT colors
put these in your DATA directory...
if you use them with your maps you'll need to
include them with your map zip....
http://www.cruzan.info/moretex.zip
i found like wood...concrete..marble....street stones
roofing....stuff like that....mainly textures NOT colors
put these in your DATA directory...
if you use them with your maps you'll need to
include them with your map zip....
http://www.cruzan.info/moretex.zip
nice job on puting together the image based textures, but you don't realy need to waste space with those other solid color textures, materials with a color and the same RGB values will suffice.
a nice place for textures is the wadftather.
http://www.planethalflife.com/wadfather/
a nice place for textures is the wadftather.
http://www.planethalflife.com/wadfather/
JeffM
textures question #10000000000000000000 and whining
turn on your wipers the screens gonna get foggy....
okay new direction on tex's...(NOT COLORS)
i was under the impression if a fella put up
a server with a map that had textures in it
and he had those in his DATA directory all
his users would see those tex's when they
logon...
BUT
apparently anyone who logs on does
not get an auto download of them? everyone
who wants to see a maps tex's has to download
them first from the server owner elsewhere?
this is not good...and explains a couple maps and MINE
i seen today that are all WHITE....this is gonna
inherently create a logistical nightmare and a mishmash
of dozens or hundreds of packages of tex's people
are gonna have to download from many different sources
OR
bzbb is gonna have an influx of file attachements
along with map attachments and the demanded
snapshot attachments or [IMG] coding...can
anyone say welcome to the new bzbb file storage
area?
yes? no? maybe?
okay new direction on tex's...(NOT COLORS)
i was under the impression if a fella put up
a server with a map that had textures in it
and he had those in his DATA directory all
his users would see those tex's when they
logon...
BUT
apparently anyone who logs on does
not get an auto download of them? everyone
who wants to see a maps tex's has to download
them first from the server owner elsewhere?
this is not good...and explains a couple maps and MINE
i seen today that are all WHITE....this is gonna
inherently create a logistical nightmare and a mishmash
of dozens or hundreds of packages of tex's people
are gonna have to download from many different sources
OR
bzbb is gonna have an influx of file attachements
along with map attachments and the demanded
snapshot attachments or [IMG] coding...can
anyone say welcome to the new bzbb file storage
area?
yes? no? maybe?
- BIYA
- Corporal
- Posts: 891
- Joined: Fri Dec 03, 2004 1:43 am
- Location: Fredericksburg, Virginia
- Contact:
You know what you got a point . BZBB might just half to add a tex section just for people to download textures and such. It would bring alot more people to the forum if we do this. We can tell everyone in a server message for them to go here and get the textures or the only thing you will see is Tetra color. Or if I remember correctly Trepan said "I love to colect textures." Well if you have alot of textures then put them up. But till we do sothing about it we are all gonna be saying "Download these texs to your data directory." The attachments might be alot bigger to. It would be nice if the admins here would manage the tex forum and delete any duplicate tex that people already have and add the new ones to it. Also it would be nice if we can choose which one to get so we dont get Doubles or triples of everything.
sid6.7
what data directory?. The server HAS NOT DATA DIR, it runs fine without that dir, it dosn't even use it. The server knows nothing of textures, colors, or graphics. It just reads this thing called a "map" and sends it to the clients. The clientes are required to draw the data how they see ift. So they need all the textures. We have said many times that textures are not sent over the wire. Even in this thread
Yes we expect there to be many textures here, that is why we allow file atachments. We will add texture forums as needed, right now you all are jsut geting around to figuring out what all this stuff does, so I don't think we'll see a masive influx of textures in the next couple weeks
Let me and Nid worry about the space, right now we are usind squat for space (32 megs ).
what data directory?. The server HAS NOT DATA DIR, it runs fine without that dir, it dosn't even use it. The server knows nothing of textures, colors, or graphics. It just reads this thing called a "map" and sends it to the clients. The clientes are required to draw the data how they see ift. So they need all the textures. We have said many times that textures are not sent over the wire. Even in this thread
There are a couple good things that come with it, less bandwith used for sending data, that could be use for players, servers can't put up ofensive textures for the kiddes, and when you get a texture pack you should know exactly what your geting. An auto download system would have take all those into accout. There are some ideas for an auto download system, but they are largeish projects that noone has realy take hold of.yes the textures work, but the end users would have to download the textures to see anything.
Yes we expect there to be many textures here, that is why we allow file atachments. We will add texture forums as needed, right now you all are jsut geting around to figuring out what all this stuff does, so I don't think we'll see a masive influx of textures in the next couple weeks
Let me and Nid worry about the space, right now we are usind squat for space (32 megs ).
JeffM
ah well...
yeah maybe in the future if someone has some
gumption they could just add another option
on the client called "download textures of current
map"...it just looks for those "addtextures" in the map
file in the servers data directory..grabs them...
saves them to the client data directory...
that way it would not be an autodownload problem
for "nasties"....
sigh
yeah maybe in the future if someone has some
gumption they could just add another option
on the client called "download textures of current
map"...it just looks for those "addtextures" in the map
file in the servers data directory..grabs them...
saves them to the client data directory...
that way it would not be an autodownload problem
for "nasties"....
sigh
imbeding them would be stupid. it would waste bandwith, and make everyones game slower
the last discussion was for the server to send a contenet URL to the client, and have the client get any resources it dosn't have localy. This would allow for a centeral repository of approved resources, and it woudl still be the clients responsibility to get what it needed. You could put the Content server on it's own network, so it woudl not affect the game play.
but that's a ways down the road, after bzflag gets non blocking URL handaleing.
the last discussion was for the server to send a contenet URL to the client, and have the client get any resources it dosn't have localy. This would allow for a centeral repository of approved resources, and it woudl still be the clients responsibility to get what it needed. You could put the Content server on it's own network, so it woudl not affect the game play.
but that's a ways down the road, after bzflag gets non blocking URL handaleing.
JeffM
For now, i would suggest adding a directory name to
your extra textures so as to keep them separate from
the defaults. You can then ask that players download
a texture ZIP file into the data/ directory, and extract
it there.
example:
Use the '/' character to separate directories (I'm told
that it even works on windows machines, although I
don't have one on which to test it)
your extra textures so as to keep them separate from
the defaults. You can then ask that players download
a texture ZIP file into the data/ directory, and extract
it there.
example:
Code: Select all
material
name whatever
texture coolMap/bloodstain.png
# note that you can't use spcaes, which suits me just fine
# quotes will probably be added next time around to permit it.
end
that it even works on windows machines, although I
don't have one on which to test it)