TRON: THE GRID

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TRON: THE GRID

Postby ForceMaster » Thu Dec 04, 2014 7:34 pm

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Hi GT! Honestly, I'm TRON fan and I've searched in the forum for related mods, so I think is my original idea make a TRON LEGACY mod for SWBFII, if anyone know a old posted mod/map idea please PM me and will put the credits for.

This is a conquest map.

First Trailer! Vehicles

http://vimeo.com/114126763


Sides: C.L.U. and Programs

That included in both sides:

Units (For now I'have only 1 playermodel):

Program:

Weapons: Light disc (melee), light disc throw (melee throw)
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CLU's Black Guard (Jet trooper)

Weapons: Staff (double melee), time bombs, Vehicle dispenser -cycle or fighter- (in progress)
(Do not worry about the rep pistol...was for anims test)

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Sentry
Weapons: Light Disc (melee and throw), Staff (melee).

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Heavy Sentry

Weapons: Staff (melee), Shield

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Light cycle (hover)
Weapons: Light wall (a modified bombs launcher), Light disc (I'm working to get the melee weapon on the Light cycle)

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Light runner (hover)
Weapons: Light wall, bombs
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Oneman Light jet (flyer)
Weapons: Cannon, Light wall
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Recognizer (flyer)
Weapons: Beam, bombs

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Light jet (flyer)
Weapons: Heavy cannon, Double light wall / Turret (in progress): Heavy cannon

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Light tank (hover)
Weapons: Mortar, missiles

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Light Tanker (CommandHover)
Weapons: Heavy cannon, beam

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Locations:

Disc Wars Arena: Short Tournament, 16 gladiators, 4 rounds.

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Progress:

World: 70%
Units: 70%
Vehicles: 100%
Weapons: 95%

I earn suggestions for new units, vehicles and weapons, so feel free to post pics and ideas.

...End of line...

EDIT 1: Added Light Tanker.
EDIT 2: Added CLU's Black Guard unit.
EDIT 3: Added Sentry unit, First Mod trailer and update progress.
EDIT 4: Added Heavy Sentry unit and update progress.
EDIT 5: Added Location: Disc Wars Arena and update progress.
Last edited by ForceMaster on Sun Feb 08, 2015 10:49 pm, edited 6 times in total.

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Re: TRON: THE GRID

Postby JimmyAngler » Thu Dec 04, 2014 7:39 pm

Wow, This is going to be added to my watch list. I love the use of the glow!

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Re: TRON: THE GRID

Postby TWINKEYRUNAWAY » Thu Dec 04, 2014 7:49 pm

http://www.neuralcluster.net/vids/hrs/G ... r4_500.gif

I approve! This looks epic! Did you create that laser disk? :0

psst
Hidden/Spoiler:
Anychance we will get that derrezzed song as Bg music?

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Re: TRON: THE GRID

Postby ForceMaster » Thu Dec 04, 2014 7:54 pm

TWINKEYRUNAWAY wrote:Did you create that laser disk?


:yes:

Hidden/Spoiler:
TWINKEYRUNAWAY wrote:Anychance we will get that derrezzed song as Bg music?

Maybe, adding the properly credits.

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Re: TRON: THE GRID

Postby Noobasaurus » Thu Dec 04, 2014 7:55 pm

OH MY GOODNESS YES! I once tried to make something like this but it didn't work out. I'm super excited to see it here! I'll break out my SWBF2 once this comes out.

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Re: TRON: THE GRID

Postby Generalfacu » Thu Dec 04, 2014 8:37 pm

Unbelievable. Most impressive sir, keep up the good work! It's looking promising hehe

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Re: TRON: THE GRID

Postby Marth8880 » Thu Dec 04, 2014 8:49 pm

This looks visually incredible! What is the gameplay like, though? :o Anything new? Is it vehicle-based or infantry-based? Looks to be the former based on the screenshots.

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Re: TRON: THE GRID

Postby willinator » Thu Dec 04, 2014 11:03 pm

Well done sir, well done. I've always thought of doing a Tron mod, so I'm glad to see someone taking up the mantle. I'm curious though as to how you're doing the light wall, since the way I started to approach it was that the vehicle would drop a link behind it constantly that behaved like a mine, but yours looks continuous like in the films. I'm particularly impressed by the bending shown by the light jet. Honestly, you are the first modder I've ever seen that has done something that I cannot fathom how it works. Well done sir, well done.

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Re: TRON: THE GRID

Postby ForceMaster » Thu Dec 04, 2014 11:46 pm

Marth8880 wrote:This looks visually incredible! What is the gameplay like, though? :o Anything new? Is it vehicle-based or infantry-based? Looks to be the former based on the screenshots.


Well, I've think in 3 places for the world,

1) Game grid, the actual place, for light cycles and light runners maybe with some selfpilot vehicles
2) Streets, for infantry and tanks
3) Simulation sea, for flyers.

The player will select the Cp for spawn in the desiree area.

willinator wrote:Well done sir, well done. I've always thought of doing a Tron mod, so I'm glad to see someone taking up the mantle. I'm curious though as to how you're doing the light wall, since the way I started to approach it was that the vehicle would drop a link behind it constantly that behaved like a mine, but yours looks continuous like in the films. I'm particularly impressed by the bending shown by the light jet. Honestly, you are the first modder I've ever seen that has done something that I cannot fathom how it works. Well done sir, well done.


Thanks my friend! The lightwall is the result of ODF editing + one simple cube mesh,

I take the proton bombs from the rep_fly_vwing and the respect parent (common side), then make a cube (wall) to attach in the odf with a glow texture, the default is the thermal detonator mesh, set up to 0.05 the velocity change the reload time and life spawn, and change the explosion parametters to get soft explosions.

So, the "bombs" (wall mesh) not fall, are static in the point than have fired. WALAAAA!!!! lightwall! :D

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Re: TRON: THE GRID

Postby willinator » Fri Dec 05, 2014 12:04 am

Wow...that is actually a really clever way to do that. So, if the light wall is made of ordnance explosions, do they dissipate once the player dies, or are they on the map forever?

Also on suggesting vehicles, I would love to see a flynn's cycle, like the ones in the original movie.
Hidden/Spoiler:
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Re: TRON: THE GRID

Postby ForceMaster » Fri Dec 05, 2014 12:23 am

The LifeSpawn parametter controls the time ingame for each wall, 3.0 is te value that make continuous "firing", for some reason if these value was more over, the vehicle can not fire until disappear the first shoot. so, the wall chunk was ingame 3 seconds, but you can fire more of 50 continuosly. also the ai dies in contact with it.

EDIT: about cycle, is a good idea, i will try to make one.

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Re: TRON: THE GRID

Postby THEWULFMAN » Fri Dec 05, 2014 1:01 am

Everything about this looks fantastic. Looking forward to seeing the finished product.

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Re: TRON: THE GRID

Postby thelegend » Fri Dec 05, 2014 6:44 am

Wow. I am speechless again. All the vehicles, units and weapons look so incredible awesome. Can't wait to see more of the mod. I really like the vehicles especially the glowing of them.

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Re: TRON: THE GRID

Postby Anakin » Fri Dec 05, 2014 7:33 am

Very nice work. I always love your results you make with XSI (I'm thinking of the Venator and now these amazing models)

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Re: TRON: THE GRID

Postby ForceMaster » Sat Dec 06, 2014 11:26 pm

New Vehicle!

Light Tanker (CommandHover)
Weapons: Heavy cannon, beam
Hidden/Spoiler:
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Model based in:

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Re: TRON: THE GRID

Postby jedimoose32 » Sun Dec 07, 2014 1:48 am

Wow! Looks fantastic! Keep up the good work.

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Re: TRON: THE GRID

Postby thelegend » Sun Dec 07, 2014 10:12 am

Awesome. Just awesome.

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Re: TRON: THE GRID

Postby ForceMaster » Mon Dec 08, 2014 9:06 pm

Thanks friends!

I'll post new updates this night :D .

(Off and On topic) Now, I'm trying to get the appropiate set up for light disc throw , it will be some similar to throw --> bounce(x times when collide with props or building if are in his way until the life time expired) --> hit the units/vehicles --> return to the player. the case is that the default "com_weap_inf_sabre_throw_ord" is not labeled with "sticky", so I have not idea if the "melee" weapon and "meleethrow" can have an secondary ord than enabled the sitcky condition.

Any idea?

EDIT:
New unit: CLU's Black Guard (Jet trooper)

Weapons: Staff (double melee), time bombs, Vehicle dispenser -cycle or fighter- (in progress)
(Do not worry about the rep pistol...was for anims test)

Hidden/Spoiler:
Image

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Image

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The "flyng" anim is a custom for the default "human_pistol_jetpack_hover".

The "jetpack" is an attached mesh in the .fx file, and works while the unit is hover, it looks twinkling ingame very fast because the position and rotation of the bone change with anims, so it need update constantly, otherwise looks weird.

Hidden/Spoiler:
(Off and On topic) I have a problem with the melee weapon anim for the jetpack, It works ingame but not properly, looks like this:

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The upper body gets the correct anim but the lower not, some problem with .COMBO file?

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Re: TRON: THE GRID

Postby MileHighGuy » Mon Dec 08, 2014 9:28 pm

It looks like it is using the default animation for the lower half of the body.
Try adding another .msh to the set/ selecting your old one and naming it:

"<name>_sabre_jetpack_hover_full"

Otherwise it is probably a combo problem.

This map looks awesome! Impressive vehicles!

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Re: TRON: THE GRID

Postby Kingpin » Mon Dec 08, 2014 10:42 pm

Holy cow this looks great! Love the use of the glow. Good work!

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