Audiosurf 2

Audiosurf 2

Tunnel
38 kommentarer
Sebastian 26. juli kl. 4:34 
32BIT Old Audiosurf 2 Demo, it worked was fine!

64BIT Original Audiosurf 2, Bugging from the blocks!

IDK Why it just could be happend! 🤦🏻‍♂️
joebartender1979 20. juli 2019 kl. 22:52 
a lot of pink in tunnel thats why im mad
Rusk 1. juli 2017 kl. 4:17 
Subscribe
Inyalga 7. apr. 2017 kl. 0:37 
How do i download skin
xXx_MEME_xXx_Urist McHammerbeard 17. dec. 2016 kl. 12:41 
works fine with nexie's guitar hero mods, but the blues are rather hard to see at high speed
alkali.lake 11. dec. 2016 kl. 3:02 
I loved this skin before the update broke it :sadelf:. Hope you'll find the time to update it. And also thank you for creating it in the first place
DBN  [ophavsmand] 30. nov. 2016 kl. 16:39 
If it doesn't look like the above screenshots it was broken by an Audiosurf 2 update. Will be fixed sometime after custom shaders are fixed.
Inunah 3. nov. 2016 kl. 16:17 
All of the grey blocks appear identical to the color blocks now. Dunno what happened, as I didn't change anything.
DBN  [ophavsmand] 6. maj 2016 kl. 15:52 
you can replace greyscale(X) with {X,X,X}. It's just a little helper function I made. Feel free to friend me and talk with me over steam chat.
Nixel 4. maj 2016 kl. 4:58 
EDIT: I just realized I am editing an older version of your skin. The version I am modifying still has shiny blocks.


Sorry to bother you again, but I am having problems again. I can't seem to get the pellets to be 'shiny' like the colored blocks.

I tried copying the shader related parts of Tunnel.lua into my own lua file, and I copied the .shader files mentioned in there, but it gives me the error that greyscale is a nil value.

If I leave the shadercolors parts with greyscale out, then the blocks aren't shiny. If I leave it in, then it messes up the entire skin, and the pellets appear as stock balls again.

All I wanted was to make the powerpellets look like highway inverted color blocks. I didn't expect it to be this complicated...
Nixel 4. maj 2016 kl. 3:14 
Thanks!
DBN  [ophavsmand] 3. maj 2016 kl. 20:14 
mesh = "DBN_assets/block.obj"
Nixel 3. maj 2016 kl. 6:29 
Hey DBN, I'm trying to modify this skin for personal use, and I'm trying to give the powerup block the same model as the color blocks (highway inverted, though). Problem is, I can't figure out what .obj file is used for them. Can you tell me the name?
sYsTem 17. mar. 2015 kl. 16:26 
hate transparent ground :c
DBN  [ophavsmand] 9. aug. 2014 kl. 15:01 
It could use a bit of polish (the lane lines and the ship) but I'm not sure about any specific improvements for the tunnel itself. There's a few ideas I haven't tried yet, and I started work on a new tunnel-based skin a while back, but for now I'm focusing my limited time on Azure. (see Azure Dev ) If anyone wants to contribute or make their own version don't hesitate to contact me.
General Specific 9. aug. 2014 kl. 13:19 
Hey DBN, it would be great to see an update to this skin. It's great and all, but it's been a long time and I'm wondering what else you can do with this skin.
Rise 4. aug. 2014 kl. 1:51 
Can you make it compatible with the "Flight" mod?
Simon Evo 8. mar. 2014 kl. 7:13 
Very nice idea and color selection.
DBN  [ophavsmand] 30. dec. 2013 kl. 10:01 
Spectrum visualizer tunnel would be neat but I can't get that data in advance.
GeekyGami 30. dec. 2013 kl. 6:14 
Was wondering why it switched back to its colors.
Haha, so you did manage to implement changing walls!
Now, to make it take the form of of the equalization...
And then... THE WORLD...!


Cue maniacal laughter.
rw 29. dec. 2013 kl. 16:25 
incredible
DBN  [ophavsmand] 29. dec. 2013 kl. 14:20 
The tech still isn't there but I found a way to do it anyways. Shape-changing walls are in. :D
crash fan razer63 25. dec. 2013 kl. 17:34 
that actually sounds like part of an idea i had in mind, it is a tunnel (think of jak 3 precursor subrails, look it up)
roug3lement 18. dec. 2013 kl. 18:00 
After repeated play with the Tunnel skin, I like it, but yes some color changes are needed. I've only played it with one song and it's swell.
Deadman 16. dec. 2013 kl. 12:48 
I agree with Hat Kid 64, I'd prefer blue is calm and red is intense. Is there anyway you can improve upon the tunnel texture? The colours are nice but the tunnel walls are fairly bland and lack detail.
Drop That Bazz 14. dec. 2013 kl. 19:07 
A original and elegant skin, one of the best I've ever used, my favorite! Congratulations for the work!
Tip: Change the spacecraft (pointer) and the blocks will be a perfect skin! :pandastunned:
roug3lement 14. dec. 2013 kl. 18:31 
Very ambient and artistic. Well, more of a simplistic skin but I love it. Cannot wait to try it on AS2. +1
Soma Nix 🌷🐀 11. dec. 2013 kl. 9:46 
I can fully sign what General Specific said there. Great clean and pretty skin. I really like it.
A lot other are fun too, but are often rather gimmicky. This one I can easily ride on a daily basis.
Very nice job there, DBN: <3

Oh, and the fastes colour being blue/white makes it even better. :3
General Specific 9. dec. 2013 kl. 21:12 
This is my favorite skin I've seen so far. No unnecessary features, glitches or wonkiness. Very clean, with blocks always clearly visible.
Nintendork64 8. dec. 2013 kl. 22:49 
Oh, maybe darken the notes a little or something, too. They can blend in with the track sometimes.
Nintendork64 8. dec. 2013 kl. 22:47 
I love it! The only change I'd make is to have blue be the "calm" color, and red be the "intense" color. But I like how it's darker in calmer sections and brighter in more intense sections. Hmm...
DBN  [ophavsmand] 7. dec. 2013 kl. 17:44 
I actually left the track surface code in the skin. You can switch it on by changing enable_track_surface at the top of the lua file. And yeah, I didn't like what it did to the tunnel effect. I tried turned down the color scalar from 4 to 3 and it seems better now.
AfxTwn 7. dec. 2013 kl. 11:01 
Would it be possible to have a fixed road instead of a see-through one? Perhaps a return back to the standard black road so that way it will somewhat dim the brightness of the rest of the colours?

I know this may reduce the effect of being in a tunnel but it might make it better to have a fixed point of contrast to the other changing colours and brightnesses.
DBN  [ophavsmand] 7. dec. 2013 kl. 9:09 
Yeah, I saw that in one of my own songs but I'm not sure what to do about it. I can reduce the color scalar but that makes the normal parts of the track worse. Maybe I'll change the shoulder lines color so they are still visible in those parts.
AfxTwn 7. dec. 2013 kl. 5:33 
This is a great skin but some downhill sections can have bright white light colours which is very harsh on the eyes (a bit like the end of a song where a bright white light fades in). Play Burial's 'Night Bus' to see what I mean (it's off his first album btw).
GeekyGami 6. dec. 2013 kl. 8:15 
Damn.
Yeah, that's what I meant. The tunnel changing shape to the music.
I guess it is now time to wait.
DBN  [ophavsmand] 6. dec. 2013 kl. 1:08 
If you're suggesting making the shape of the tunnel change over time, I wanted to do that but the tech isn't there yet.
GeekyGami 5. dec. 2013 kl. 13:36 
The tunnel somehow looks much better in-game than it does seen on those pictures. Probably has to do with the movement or something.
I had a fancy idea though.
Have you seen the music visualizers on Newgrounds, as in the old ones?
There was one that illustrated the music as a tunnel, which looked really cool.
I was thinking, why not find a way to do that, but smoother the lines out to get more of a cloudy texture?