The walls are defined, delimiting the play area. The cycles are located when the match starts, are defined. From line 13 to 26, all the spawn points, ie: the points where Skipping ahead in to the Field element, line 11 defines that Original map that supported directly in the game before version This particuliar map is the xml version of the The Resource gives aĭescription of the content, such as the author and the version of The classic Armagetron arena could be described with the following 14.5 About the "undefined and unsupported".It looks nice and now saves me the trouble of making that floor (I had almost done so but then I began messing about with dual textured floors). Quick answer: you can't do what you want easily (or maybe even at all).
Long answer: because dual layered floors are made to stretch floor_a in one direction, floor_b in another direction (90 degrees difference) you just can't make textures keep their detail unless you figure out something like this (no I won't do it):įloor_a.png relates to floor_b.png in that floor_b.png has it's texture rotated 90 degress (cw or ccw, not sure) AND you figure out what the max stretch size (there is one as my Gradient Floor revealed) for the dual layered floor textures is (it's probably visible somewhere in the code and if you're lucky it's a static percentage rather than interdependent on things like grid_size, arena size and/or texture size). Because when you know the max stretch for your texture you can use mathematics to both calculate how much distortion you want to account for in the stretching direction on each texture so as to make a hexagon a likesided (true) hexagon as well as their placemenet in the non-stretched direction so that the textures (_a/_b) perfectly overlap each other. "Easy" goes through your brain I bet but there's an additional problem which can render (pun intended) the entire business moot: dual texturing makes lines spanning the complete texture in the direction of stretch render sharply, but to my experience it does not do so for lines crossing the direction of stretch. So if you actually do all the hard work and manage to make dual rendered textures that map for example a hexagrid perfectly on top of each other they might not actually look any sharper than the same in a single textured floor. I'm undecided myself as to wheter the effect would cancel out or strenghten itself.Įnjoy and please share your own experiences NOTE: I can't say this is what will happen for sure, probably there will be some improvement (and it might even be fantastic) but don't be crushed if this is actually the result. i think the gradients floor work because the gradients are smooth enough that you don't notice I don't think it's possible to do very high level detail stuff this way though. There's also something wrong with what Jonathan said as with grid size 3 that would result in the stretch being (0.01/3=) 0.0033333333333333333333333333333333 i.e. perhaps it should be grid_size/0.01 instead of the other way around? (maybe it was just a typo)Īctually these numbers look wrong no matter what: a 100pixel wide texture would be stretched (or rather compressed) to 33.3. With grid_size/0.01 it would make each pixel a 300pixel line with grid_size 3 (the "crossbars" in the gradient floors are 4 pixels wide which should make for 1200pixel lines (600 on each side of the crossing line from the other texture), the other side lenght is 256 and grid_size/1 makes 3 and 256 times 3 makes 768. So according to this the crossbars should almost reach the sides of the squares but when you see them without the blurring from mipmapping they're nowhere close to that size. (can be seen in screenshot posted in the gradient floor thread). I think we're missing something like how the numbers Jonathan found are actually applied to the textures.Two or more players are represented by dual-wheeled motor vehicles, or light cycles, in a grid-lined arena. The vehicles constantly move forward, leaving a colored trail behind them as they travel. Armagetron advanced true moviepack code#.