TRON: THE GRID

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Re: TRON: THE GRID

Postby ForceMaster » Wed Dec 10, 2014 12:35 pm

First Trailer! Vehicles

http://vimeo.com/114126763

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

Hidden/Spoiler:
Image

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Re: TRON: THE GRID

Postby jedimoose32 » Wed Dec 10, 2014 2:11 pm

Holy.... That is some nice work you've done. The use of gloss/glow/specular is perfect.

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Re: TRON: THE GRID

Postby Anakin » Wed Dec 10, 2014 2:30 pm

Wow that's great. But the bike looks a bit rigid.

One question about the fighter ligth thing. Do the light parts fall down or do they rest at the position in the sky where it was droped??

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Re: TRON: THE GRID

Postby ForceMaster » Wed Dec 10, 2014 2:40 pm

Anakin wrote:they rest at the position in the sky where it was droped


Yes for second option, they rest in the same position when you "fire" it 4 secs, then they expires. In the video the light wall looks cut, but ingame (without screen recording) looks continuos.

EDIT: About the bike. I'm working with the .odf parammeters to get the best set up for it. :D

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Re: TRON: THE GRID

Postby Marth8880 » Wed Dec 10, 2014 3:58 pm

Regarding those light trails: Do you intend them to be just a bunch of geometry spat out the back? :o Using a particle effect with the mode set to 'streak' instead would be reasonably less expensive and more efficient.

Aside from that, everything else looks absolutely fantastic! :thumbs:

By the way, have you created a page for this map on Mod DB? You'll get so much more attention there! :)

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Re: TRON: THE GRID

Postby ForceMaster » Wed Dec 10, 2014 4:13 pm

Marth8880 wrote:Using a particle effect with the mode set to 'streak' instead would be reasonably less expensive and more efficient


Then, it can not collide with nothing, in this case I need a weapon, it works like a "bombs", when collide with soldiers or vehicles explodes and causes damage. :roll:

Other test that I've done is make a trail effect for a bullet/bomb/geometry, but the result is the same, not collision, not work like weapon.

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Re: TRON: THE GRID

Postby Marth8880 » Wed Dec 10, 2014 5:19 pm

Oh yeah, totally forgot that was a thing! You're right, then. :)

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Re: TRON: THE GRID

Postby TWINKEYRUNAWAY » Wed Dec 10, 2014 5:52 pm

Its amazing how well non star wars mods breath fresh air into the community. Amazing job so far. The models are superb and I cant wait to see more on the units. I personally loved both films, legacy was pure visual eye candy and so is what your going for.

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Re: TRON: THE GRID

Postby Noobasaurus » Wed Dec 10, 2014 8:33 pm

That was an amazing video. All of the vehicles look like they're actually from the movie, and the recognizer takeoff is even spot on! I just have one question: Are you going to make multiple floors of the lightcycle arena so that we can do the crazy stuff they did in the movie?

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Re: TRON: THE GRID

Postby MileHighGuy » Wed Dec 10, 2014 9:39 pm

Can more than 1 vehicle hit the same part of the trail and be damaged? Does the part of the trail go away when hit?

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Re: TRON: THE GRID

Postby ForceMaster » Thu Dec 11, 2014 12:33 am

Noobasaurus wrote:Are you going to make multiple floors of the lightcycle arena so that we can do the crazy stuff they did in the movie?


Yes, i thik 3 floors will be fine.

MileHighGuy wrote:Can more than 1 vehicle hit the same part of the trail and be damaged? Does the part of the trail go away when hit?


when the part of the wall collide with vehicles or units it go away, so, no more than 1 vehicle gets damage from one part of wall.

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Re: TRON: THE GRID

Postby Jaspo » Sun Dec 14, 2014 10:59 pm

Did you want the terrain below or would you rather get rid of it? In ZeroEditor it's possible to reset the terrain, and change its size, too...for example, with my podrace map it was far too laggy to have actual terrain for the whole map (because, of course, it is huge) so I basically opted for no terrain, changed the terrain to something like a 4x4 chunk (about 100 ft X 100 ft in game measurement) and just made models for whatever ground I needed instead. Alternately, you could maybe start it out as a space map instead, so it wouldn't have terrain; I think that's what I did with my crystal forest map.

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Re: TRON: THE GRID

Postby Nedarb7 » Tue Dec 16, 2014 7:09 pm

Amazing work ForceMaster! I like the vehicle variety, it isn't something you see all the time.

To add to what Jaspo said...
There's an option to remove terrain in ZE if you want to get rid of the terrain. Something around the lines of "ingame terrain: yes/no".

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Re: TRON: THE GRID

Postby KeepAmazinn » Wed Dec 17, 2014 12:21 pm

Wow mate this looks awesome! Can't wait till I can get my hands on this :D

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Re: TRON: THE GRID

Postby RevanSithLord » Wed Dec 17, 2014 5:49 pm

You're definitely capturing the feel of Tron VERY well! Great job, sir!

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Re: TRON: THE GRID

Postby ForceMaster » Wed Dec 17, 2014 11:17 pm

Thanks
Jaspo wrote:Did you want the terrain below or would you rather get rid of it?

Terrain below is for some tests, I'll fix it for final release. Thanks for your suggestion.

And thanks to all for comments.

on topic: i've test a light cycle battle and the AI only runs to enemy cps and no fires the wall when drives. once they arrives the enemy's cps looks statics and not do anymore.

I've put the "AutoFire" line in the odf (not work for hovers?) and planning hubs and connections, so is the wrong game mode, I think, maybe an CTF mode will be best for it.

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Re: TRON: THE GRID

Postby jedimoose32 » Wed Dec 17, 2014 11:22 pm

<opinion>
From what I've seen so far, CTF and TDM would be the best game modes for this mod.
</opinion>

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Re: TRON: THE GRID

Postby Noobasaurus » Wed Dec 17, 2014 11:33 pm

For the wall weapon, you could make the max range and optimal range really high so that they think they can always hit someone and then the continue to fire. You may also want to look at one of the links in the FAQ about weapon tips and stuff. I know there's some things about weapon firing frequencies in there.

While I do agree with the above post, I also think that an FFA mode would work well. I was thinking about some region capturing mode but then I realized that it wouldn't fit too well.

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Re: TRON: THE GRID

Postby ForceMaster » Sat Dec 20, 2014 12:39 am

FFA? Sorry, I don't know how it is, can you explain me please?

After think more about the game modes, I've plain add 3 game modes, 1 per each scene: lightcycle arena (1 or 2 flag ctf), tron city streets (tdm or conquest), simulation sea (assault).

what did you think about?

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Re: TRON: THE GRID

Postby Noobasaurus » Sat Dec 20, 2014 12:40 am

FFA = Free For All. Everyone is on their own lightcycles and has to survive as long as they can without dying. Everyone is everyone's enemy.

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