some plain textures

Questions and answers about the how and why of making maps.
User avatar
sid6.7
Private First Class
Private First Class
Posts: 614
Joined: Mon Oct 06, 2003 9:58 pm
Location: West USA
Contact:

some plain textures

Post by sid6.7 »

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
Attachments
textures.zip
simple 1 color textures
(2.95 KiB) Downloaded 317 times
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

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
ImageJeffM
trepan
Dev Wizard
Dev Wizard
Posts: 704
Joined: Fri Feb 21, 2003 7:50 pm

Post by trepan »

Using textures when colors would suffice will
probably also reduce the rendering speed for
a large numbers of players (as well as eating
up valuable video ram, as Jeff noted).
User avatar
sid6.7
Private First Class
Private First Class
Posts: 614
Joined: Mon Oct 06, 2003 9:58 pm
Location: West USA
Contact:

Post by sid6.7 »

JeffM2501 wrote:umm why would anyone need/want these?
why?, i suppose that would be becuase i didnt know that along with
some others, i guess now we know now dont we? although i did
just really mimic clouds.png and that works doesnt it?
User avatar
RPG
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 2015
Joined: Fri Sep 17, 2004 2:37 am
Location: Chicago, Illinois
Contact:

Post by RPG »

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
Yay JeffM! I was looking for how to program certian colors with the color option.[/quote]
trepan
Dev Wizard
Dev Wizard
Posts: 704
Joined: Fri Feb 21, 2003 7:50 pm

Post by trepan »

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.
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

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.
Last edited by JeffM on Sat Jan 29, 2005 5:49 am, edited 2 times in total.
ImageJeffM
trepan
Dev Wizard
Dev Wizard
Posts: 704
Joined: Fri Feb 21, 2003 7:50 pm

Post by trepan »

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.
User avatar
RPG
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 2015
Joined: Fri Sep 17, 2004 2:37 am
Location: Chicago, Illinois
Contact:

Post by RPG »

I gotta say, that list is huge.

What if I want to make an arc in the middle of my map, lets say, SteelBlue (4682b4).

-er do I just add
color 4682b4
under the arc object?
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

that or in the material, if it uses one. Ether or.
ImageJeffM
trepan
Dev Wizard
Dev Wizard
Posts: 704
Joined: Fri Feb 21, 2003 7:50 pm

Post by trepan »

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:

Code: Select all

arc
  color SteelBlue
  notextures # get rid of the textures to better show the color
end
or

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
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

ohh yeah, sorry didn't see the hex, yeah real colors but in ether place.
ImageJeffM
User avatar
sid6.7
Private First Class
Private First Class
Posts: 614
Joined: Mon Oct 06, 2003 9:58 pm
Location: West USA
Contact:

more textures

Post by sid6.7 »

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
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

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/
ImageJeffM
User avatar
sid6.7
Private First Class
Private First Class
Posts: 614
Joined: Mon Oct 06, 2003 9:58 pm
Location: West USA
Contact:

textures question #10000000000000000000 and whining

Post by sid6.7 »

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... :shock:

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? :shock:

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 :evil:

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? :) :o :idea:

yes? no? maybe?
User avatar
BIYA
Corporal
Corporal
Posts: 891
Joined: Fri Dec 03, 2004 1:43 am
Location: Fredericksburg, Virginia
Contact:

Post by BIYA »

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.
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

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 the textures work, but the end users would have to download the textures to see anything.
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 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 ).
ImageJeffM
User avatar
BIYA
Corporal
Corporal
Posts: 891
Joined: Fri Dec 03, 2004 1:43 am
Location: Fredericksburg, Virginia
Contact:

Post by BIYA »

WOW.. only that much??? Well Ill go googling around for some textures and post and what not when people actually start all this.
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

make sure that you have license to use the textures you post. You can not post copywrighted material. GPL textures are best. Works that are found to violate this will be removed.


not that any of you will listen...
ImageJeffM
User avatar
sid6.7
Private First Class
Private First Class
Posts: 614
Joined: Mon Oct 06, 2003 9:58 pm
Location: West USA
Contact:

Post by sid6.7 »

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
User avatar
RPG
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 2015
Joined: Fri Sep 17, 2004 2:37 am
Location: Chicago, Illinois
Contact:

Post by RPG »

...and you'd have to embed the PNG files in the map somehow.
User avatar
JeffM
Staff Sergeant
Staff Sergeant
Posts: 5196
Joined: Fri Dec 13, 2002 4:11 am

Post by JeffM »

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.
ImageJeffM
trepan
Dev Wizard
Dev Wizard
Posts: 704
Joined: Fri Feb 21, 2003 7:50 pm

Post by trepan »

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:

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
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)
User avatar
Scorch
Private First Class
Private First Class
Posts: 747
Joined: Thu Sep 30, 2004 12:16 am

Post by Scorch »

I am considering using in data bzroxcooltex.png but is it smarter to use in data bzroxtexs/cooltex.png ?
User avatar
RPG
Lieutenant, Junior Grade
Lieutenant, Junior Grade
Posts: 2015
Joined: Fri Sep 17, 2004 2:37 am
Location: Chicago, Illinois
Contact:

Post by RPG »

You can do it however you want, separating it just makes it easier to pick out the default textures from the ones you added.

I sugguset separation.
Post Reply