Artwork Refresh for BZFlag
Artwork Refresh for BZFlag
After an extensive period of time, it appears that BZFlag version 3.0 may be close to release. This will be the first major release we have had in several years. Because a large percentage of the changes are code-related, the overall look and feel of 3.0 is similar to the current 2.0 branch. I am attempting to coordinate a texture refresh for 3.0 that will be implemented before or soon after the initial release.
I am aware of several people who have worked on or completed alternative texture sets for bzflag in the last few years. However, I am interested in any textures that members of the community can contribute. The project developers will then select from the textures available after receiving community input, and include them in the main BZFlag project.
There are several requirements for texture submissions:
1. Textures must be original work, or copyright fully owned by the submitter. Ownership may be verified before acceptance.
2. Contributors must be willing to turn over copyright of images to Tim Riker in accordance with DEVINFO.
3. Textures must meet general texture requirements for usability, such as being sized at an exponent of 2 (e.g., 512x512, 1024x1024, etc), being tile-able, and should not have obvious repeat patterns.
Please post ideas or reactions here so we can gauge interest. I plan to assimilate all texture contributions and set up test servers, which will allow the community to review the submissions and give feedback.
I am aware of several people who have worked on or completed alternative texture sets for bzflag in the last few years. However, I am interested in any textures that members of the community can contribute. The project developers will then select from the textures available after receiving community input, and include them in the main BZFlag project.
There are several requirements for texture submissions:
1. Textures must be original work, or copyright fully owned by the submitter. Ownership may be verified before acceptance.
2. Contributors must be willing to turn over copyright of images to Tim Riker in accordance with DEVINFO.
3. Textures must meet general texture requirements for usability, such as being sized at an exponent of 2 (e.g., 512x512, 1024x1024, etc), being tile-able, and should not have obvious repeat patterns.
Please post ideas or reactions here so we can gauge interest. I plan to assimilate all texture contributions and set up test servers, which will allow the community to review the submissions and give feedback.
Re: Artwork Refresh for BZFlag
Uh... don't know how to create this but a camoflage pattern:
like the tank color, then a flag pole, the a flag color on top.
so that on maps without radar... epic hiding.
like the tank color, then a flag pole, the a flag color on top.
so that on maps without radar... epic hiding.
Darkid--Not a happy camper.
Re: Artwork Refresh for BZFlag
umm...
I don't get your example darkid. Do you mean like a material that tanks blend into if they are the right color? Like a green wall that is the same type of pattern as on a green tank?
I don't get your example darkid. Do you mean like a material that tanks blend into if they are the right color? Like a green wall that is the same type of pattern as on a green tank?
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"To win a war, you don't die for your country, you make the other guy die for his country."
"The way to win a war is to make certain it never starts." - Omar Bradley
"It is not titles that honor men, but men that honor titles." - N.M.
"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - N.M.
"He who is prudent and lies in wait for an enemy who is not will be victorious." - Sun Tzu
"I am not afraid of an army of lions lead by a sheep, but I am afraid of an army of sheep lead by a lion." - Alexander the Great
"War does not determine who is right - only who is left." - Bertrand Russell
"To win a war, you don't die for your country, you make the other guy die for his country."
"The way to win a war is to make certain it never starts." - Omar Bradley
Re: Artwork Refresh for BZFlag
Well, I hope the release won't come out too soon, because I'm currently working on some changes and new implementations like smoke (with Particle System), improved graphics and dynamics (barrel moving at reload) and vibrating cam. after explosion, etc. And it would be nice to include this to in the 3.0 branch. I'm trying to work as quick as possible and if I'm done, i'll send some patches.
nEW playe
nEW playe
Re: Artwork Refresh for BZFlag
yes, since the tanks use a camo color, then a camo-colored wall.
But, with the space right above it colored black-like the flag pole, and the bit above that would be white (ish) like the flag.
But, with the space right above it colored black-like the flag pole, and the bit above that would be white (ish) like the flag.
Darkid--Not a happy camper.
Re: Artwork Refresh for BZFlag
In all likelihood, that will be too late for a 3.0.0 release. May be possible to include it in the next release. Also, at least some of the things you listed above will be possible with Lua, which could be added to individual servers even after 3.0.0 is released. (Yes, client-side Lua is back in, meaning stuff like relief shading and fancy fog will be possible)nEW playe wrote:Well, I hope the release won't come out too soon, because I'm currently working on some changes and new implementations like smoke (with Particle System), improved graphics and dynamics (barrel moving at reload) and vibrating cam. after explosion, etc. And it would be nice to include this to in the 3.0 branch. I'm trying to work as quick as possible and if I'm done, i'll send some patches.
nEW playe
Re: Artwork Refresh for BZFlag
All that and a lot more can be done using the client-side Lua.
Actually, all of those features have already been added to the
SpringRTS game using the Lua API that I added to their engine
(particles, camera shake, shell explosion distortion shaders,
Xray effect, rain/snow, bloom, blur, toon, GPU-side physics
shaders (my volcano demo), cockpit texture overlay, halos,
etc...) BZFlag's Lua API is very similar to that of SpringRTS's,
except that it's a little better.
It's much easier to add features through Lua than it is to code
them into the engine. In most cases, the speed penalty is
negligible if the code is setup correctly. You can think up an
idea, code it, add it to your server, and clients will immediately
be able to use it. Waiting for code to be incorporated into the
engine (and released), can take years
I'll probably post an outline of the Lua scripts that I've currently
implemented, but here's a brief summary of where their code
is sourced from, and where their code is executed:
P.S. The SpringRTS Lua API wiki documentation: http://springrts.com/wiki/Lua_Scripting
(the OpenGL section is the most useful for BZFlag)
P.P.S. My original volcano demo: http://trepan.bzflag.bz/volcano.theora.ogg
(please excuse the poor video capturing, it looks much nicer in real time)
P.P.P.S. Some things that the Lua API might be used for:
- Custom GUIs (ex: clickable options)
- Custom tank models
- Animated world objects
- Reflective / refractive water rendering
- Shadow mapping
- Deferred shading (with HDR)
- In-game map editor
- Observer minigames (How about a nice game of chess?)
Actually, all of those features have already been added to the
SpringRTS game using the Lua API that I added to their engine
(particles, camera shake, shell explosion distortion shaders,
Xray effect, rain/snow, bloom, blur, toon, GPU-side physics
shaders (my volcano demo), cockpit texture overlay, halos,
etc...) BZFlag's Lua API is very similar to that of SpringRTS's,
except that it's a little better.
It's much easier to add features through Lua than it is to code
them into the engine. In most cases, the speed penalty is
negligible if the code is setup correctly. You can think up an
idea, code it, add it to your server, and clients will immediately
be able to use it. Waiting for code to be incorporated into the
engine (and released), can take years
I'll probably post an outline of the Lua scripts that I've currently
implemented, but here's a brief summary of where their code
is sourced from, and where their code is executed:
Code: Select all
Execution CodeSource
--------- ----------
LuaBzOrg client hard-coded URL
LuaUser client client directory
LuaWorld client server directory
LuaRules client server directory (can affect gameplay, can not be disabled by clients)
LuaServer server server directory
(the OpenGL section is the most useful for BZFlag)
P.P.S. My original volcano demo: http://trepan.bzflag.bz/volcano.theora.ogg
(please excuse the poor video capturing, it looks much nicer in real time)
P.P.P.S. Some things that the Lua API might be used for:
- Custom GUIs (ex: clickable options)
- Custom tank models
- Animated world objects
- Reflective / refractive water rendering
- Shadow mapping
- Deferred shading (with HDR)
- In-game map editor
- Observer minigames (How about a nice game of chess?)
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Re: Artwork Refresh for BZFlag
In the case of 'LuaWorld' and 'LuaRules', I assume that there will be an on/off client option for 'LuaWorld', much like there is for Fog in the current client? But there won't be an on/off for 'LuaRules', as stated above.
Would I be right in assuming that the same code that could be loaded into LuaWorld *could* also be put in LuaRules? It'd be nice to be able to force the client to display fog, or world animation.
Either way, this is going to bring up a whole new era of BZFlag and maps.... although I must admit that i'm somewhat worried that it might stagnate development of the main source.
Would I be right in assuming that the same code that could be loaded into LuaWorld *could* also be put in LuaRules? It'd be nice to be able to force the client to display fog, or world animation.
Either way, this is going to bring up a whole new era of BZFlag and maps.... although I must admit that i'm somewhat worried that it might stagnate development of the main source.
"Life is what happens to you while you're busy making other plans." - John Lennon
Re: Artwork Refresh for BZFlag
Heh, that's a remarkably ironic worry.
Look at SpringRTS' history before fretting too much.
Look at SpringRTS' history before fretting too much.
Re: Artwork Refresh for BZFlag
Whoa, that's awesome, the LUA part! Especially Lua_GLSL_Api will give bzflags graphics a new life, I'm also quite amazed about the speed of the API.
I am thinking not releasing my patches because of the new LUA api, but I'm post anyways my work (I'm posting this quite late, but I'm still at school + exams ...):
Some initial testing:
random particles in the air ( textures made with the Gimp )
http://img707.imageshack.us/img707/9030/bzfi0222.jpg
Exhaust testing:
Castle Warfare (day)
http://img710.imageshack.us/img710/8572/bzfi0237.jpg
http://img708.imageshack.us/img708/3061/bzfi0238.png
Castle Warfare (night)
http://img682.imageshack.us/img682/2610/bzfi0242.png
http://img708.imageshack.us/img708/4106/bzfi0246.png
http://img709.imageshack.us/img709/7510/bzfi0247.png
http://img714.imageshack.us/img714/8312/bzfi0248.png
http://img59.imageshack.us/img59/7019/bzfi0251.png
http://img34.imageshack.us/img34/3498/bzfi0253.png
http://img693.imageshack.us/img693/2285/bzfi0319.jpg
TriCastles
http://img693.imageshack.us/img693/1629/bzfi0269.png
Quickshot purplepanzer
http://img690.imageshack.us/img690/3598/bzfi0278.jpg
http://img16.imageshack.us/img16/4323/bzfi0283.jpg
parcours
http://img821.imageshack.us/img821/382/bzfi0322.jpg
rear driving
http://img689.imageshack.us/img689/2619/bzfi0350.png
rabbits emit rainbow clouds
http://img821.imageshack.us/img821/5425/bzfi0351.png
Shot cloud testing:
A firing sequence
http://img708.imageshack.us/img708/9651/bzfi0328.jpg
http://img534.imageshack.us/img534/5780/bzfi0329.png
http://img822.imageshack.us/img822/3832/bzfi0330.png
fully random
http://img693.imageshack.us/img693/7391/bzfi0346.jpg
Let me know whether you like it or not,
nEW playe
PS: The angle marks on the radar are part of a new devel option, it makes it easy to debug the smoke direction and other new stuff.
I am thinking not releasing my patches because of the new LUA api, but I'm post anyways my work (I'm posting this quite late, but I'm still at school + exams ...):
Some initial testing:
random particles in the air ( textures made with the Gimp )
http://img707.imageshack.us/img707/9030/bzfi0222.jpg
Exhaust testing:
Castle Warfare (day)
http://img710.imageshack.us/img710/8572/bzfi0237.jpg
http://img708.imageshack.us/img708/3061/bzfi0238.png
Castle Warfare (night)
http://img682.imageshack.us/img682/2610/bzfi0242.png
http://img708.imageshack.us/img708/4106/bzfi0246.png
http://img709.imageshack.us/img709/7510/bzfi0247.png
http://img714.imageshack.us/img714/8312/bzfi0248.png
http://img59.imageshack.us/img59/7019/bzfi0251.png
http://img34.imageshack.us/img34/3498/bzfi0253.png
http://img693.imageshack.us/img693/2285/bzfi0319.jpg
TriCastles
http://img693.imageshack.us/img693/1629/bzfi0269.png
Quickshot purplepanzer
http://img690.imageshack.us/img690/3598/bzfi0278.jpg
http://img16.imageshack.us/img16/4323/bzfi0283.jpg
parcours
http://img821.imageshack.us/img821/382/bzfi0322.jpg
rear driving
http://img689.imageshack.us/img689/2619/bzfi0350.png
rabbits emit rainbow clouds
http://img821.imageshack.us/img821/5425/bzfi0351.png
Shot cloud testing:
A firing sequence
http://img708.imageshack.us/img708/9651/bzfi0328.jpg
http://img534.imageshack.us/img534/5780/bzfi0329.png
http://img822.imageshack.us/img822/3832/bzfi0330.png
fully random
http://img693.imageshack.us/img693/7391/bzfi0346.jpg
Let me know whether you like it or not,
nEW playe
PS: The angle marks on the radar are part of a new devel option, it makes it easy to debug the smoke direction and other new stuff.
Re: Artwork Refresh for BZFlag
Wow.... Incredible....
Definitely show us how you did all of this
Also the image under parcours is from Amazing Maze 3
My favorite thing was the rabbits which emit rainbow clouds ;D
Definitely show us how you did all of this
Also the image under parcours is from Amazing Maze 3
My favorite thing was the rabbits which emit rainbow clouds ;D
Re: Artwork Refresh for BZFlag
This is some amazing stuff. I'm so glad Lua got brought back in! Time to start learning . . .
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Re: Artwork Refresh for BZFlag
Got bored in photoshop. Let me know what you think.
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Re: Artwork Refresh for BZFlag
please update the logos in the 2.99 builds; yours are AWESOME.
However it is somewhat hard to see so maybe a darker color.
However it is somewhat hard to see so maybe a darker color.
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Re: Artwork Refresh for BZFlag
can't wait for the 3.0!
how will Lua affect framerate/jitter/lag?
how will Lua affect framerate/jitter/lag?
Rest in peace, AliceD (AKA Happy Alice)! miss ya!
Re: Artwork Refresh for BZFlag
Depends what people do with Lua.Agent West wrote:how will Lua affect framerate/jitter/lag?
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Re: Artwork Refresh for BZFlag
Creating in-game smoke trails or shot effects, for example
Rest in peace, AliceD (AKA Happy Alice)! miss ya!
Re: Artwork Refresh for BZFlag
Well, wouldn't it make sense that it would lower the FPS? Not sure what kind of answer you're expecting to get...
- Agent West
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Re: Artwork Refresh for BZFlag
i got that part, the question is "lower by how much?"
sould be awesome, as long as the framerate don't drop down too low
sould be awesome, as long as the framerate don't drop down too low
Rest in peace, AliceD (AKA Happy Alice)! miss ya!
Re: Artwork Refresh for BZFlag
Ace: I'm going to go buy stuff, how much will it cost me?
Bob: What are you planning to buy?
Ace: I don't know ... how much will it cost me?
What should Bob's reply be?
I've written lua code that renders specific BZFlag worlds faster than the engine does.
I've also written lua code (with GLSL shaders), that decreases the FPS dramatically. It
depends on the rendering techniques that you are using, and the clients' capabilities.
- Agent West
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Re: Artwork Refresh for BZFlag
oh, ok. it makes sence now. thanks
Rest in peace, AliceD (AKA Happy Alice)! miss ya!
Re: Artwork Refresh for BZFlag
I always was wonder how to see FPS in bzflag. Now it's time to ask. So is there a way to display it on the screen why playing?
Re: Artwork Refresh for BZFlag
Press 'T' and your FPS will appear on the top left of your mouse box.
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Re: Artwork Refresh for BZFlag
What should I show? The C++ code ?mrapple wrote:Definitely show us how you did all of this
Well, I made ParticleSceneNode.cpp/h, ParticleSystem.cpp/h and modified LocalPlayer.cpp/h (+ a few other ones) a little bit.
Then I made a couple of Particles in the GIMP.
Re: Artwork Refresh for BZFlag
Definitely! I"d love to mod my client with these cool ad-onsnEW playe wrote:What should I show? The C++ code ?
If you have BZ checked out from SVN, you can simply use the svn diff command to create a file that people can use to apply the mod to their clients.
Then it sounds like if you provide the .diff with some image files and such, people would be able to add this to their clients