TRON: THE GRID
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- ForceMaster
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TRON: THE GRID

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)
Hidden/Spoiler:
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:
Sentry
Weapons: Light Disc (melee and throw), Staff (melee).
Hidden/Spoiler:
Heavy Sentry
Weapons: Staff (melee), Shield
Hidden/Spoiler:
Light cycle (hover)
Weapons: Light wall (a modified bombs launcher), Light disc (I'm working to get the melee weapon on the Light cycle)
Hidden/Spoiler:
Light runner (hover)
Weapons: Light wall, bombs
Hidden/Spoiler:
Oneman Light jet (flyer)
Weapons: Cannon, Light wall
Hidden/Spoiler:
Recognizer (flyer)
Weapons: Beam, bombs
Hidden/Spoiler:
Light jet (flyer)
Weapons: Heavy cannon, Double light wall / Turret (in progress): Heavy cannon
Hidden/Spoiler:
Light tank (hover)
Weapons: Mortar, missiles
Hidden/Spoiler:
Light Tanker (CommandHover)
Weapons: Heavy cannon, beam
Hidden/Spoiler:
Locations:
Disc Wars Arena: Short Tournament, 16 gladiators, 4 rounds.
Hidden/Spoiler:
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.
- JimmyAngler
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Re: TRON: THE GRID
Wow, This is going to be added to my watch list. I love the use of the glow!
- TWINKEYRUNAWAY
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Re: TRON: THE GRID
http://www.neuralcluster.net/vids/hrs/G ... r4_500.gif
I approve! This looks epic! Did you create that laser disk? :0
psst
I approve! This looks epic! Did you create that laser disk? :0
psst
Hidden/Spoiler:
- ForceMaster
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Re: TRON: THE GRID
TWINKEYRUNAWAY wrote:Did you create that laser disk?

Hidden/Spoiler:
- Noobasaurus
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Re: TRON: THE GRID
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.
- Generalfacu
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Re: TRON: THE GRID
Unbelievable. Most impressive sir, keep up the good work! It's looking promising hehe
- Marth8880
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Re: TRON: THE GRID
This looks visually incredible! What is the gameplay like, though?
Anything new? Is it vehicle-based or infantry-based? Looks to be the former based on the screenshots.

- willinator
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Re: TRON: THE GRID
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.
- ForceMaster
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Re: TRON: THE GRID
Marth8880 wrote:This looks visually incredible! What is the gameplay like, though?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!

- willinator
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Re: TRON: THE GRID
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.
Also on suggesting vehicles, I would love to see a flynn's cycle, like the ones in the original movie.
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- ForceMaster
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Re: TRON: THE GRID
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.
EDIT: about cycle, is a good idea, i will try to make one.
- THEWULFMAN
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Re: TRON: THE GRID
Everything about this looks fantastic. Looking forward to seeing the finished product.
- thelegend
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Re: TRON: THE GRID
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.
- Anakin
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Re: TRON: THE GRID
Very nice work. I always love your results you make with XSI (I'm thinking of the Venator and now these amazing models)
- ForceMaster
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Re: TRON: THE GRID
New Vehicle!
Light Tanker (CommandHover)
Weapons: Heavy cannon, beam
Light Tanker (CommandHover)
Weapons: Heavy cannon, beam
Hidden/Spoiler:
- jedimoose32
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Re: TRON: THE GRID
Wow! Looks fantastic! Keep up the good work.
- thelegend
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Re: TRON: THE GRID
Awesome. Just awesome.
- ForceMaster
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Re: TRON: THE GRID
Thanks friends!
I'll post new updates this night
.
(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)
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.
I'll post new updates this night

(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:
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:
- MileHighGuy
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Re: TRON: THE GRID
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!
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!
- Kingpin
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Re: TRON: THE GRID
Holy cow this looks great! Love the use of the glow. Good work!
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