TRON: THE GRID

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Post Reply
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: TRON: THE GRID

Post by ForceMaster »

First Trailer! Vehicles

http://vimeo.com/114126763

New unit: Sentry
Weapons: Light Disc (melee and throw), Staff (melee).
Hidden/Spoiler:
Image
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: TRON: THE GRID

Post by jedimoose32 »

Holy.... That is some nice work you've done. The use of gloss/glow/specular is perfect.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4781
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: TRON: THE GRID

Post by Anakin »

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??
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: TRON: THE GRID

Post by ForceMaster »

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
Marth8880
Resistance Leader
Posts: 5005
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: EVERYWHERE + Project Infiltrator
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: TRON: THE GRID

Post by Marth8880 »

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! :)
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: TRON: THE GRID

Post by ForceMaster »

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.
Marth8880
Resistance Leader
Posts: 5005
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: EVERYWHERE + Project Infiltrator
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: TRON: THE GRID

Post by Marth8880 »

Oh yeah, totally forgot that was a thing! You're right, then. :)
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 725
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: TRON: THE GRID

Post by TWINKEYRUNAWAY »

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.
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: TRON: THE GRID

Post by Noobasaurus »

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?
MileHighGuy
Jedi
Jedi
Posts: 1145
Joined: Fri Dec 19, 2008 7:58 pm

Re: TRON: THE GRID

Post by MileHighGuy »

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?
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: TRON: THE GRID

Post by ForceMaster »

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.
Jaspo
Command Sergeant Major
Command Sergeant Major
Posts: 282
Joined: Sun Mar 01, 2009 4:34 am
Projects :: AotC DoW+++Boonta Eve Classic
Games I'm Playing :: WoT MBWBVC Robocraft
xbox live or psn: No gamertag set
Contact:

Re: TRON: THE GRID

Post by Jaspo »

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.
User avatar
Nedarb7
Lieutenant General
Lieutenant General
Posts: 673
Joined: Sat Sep 22, 2012 3:41 pm

Re: TRON: THE GRID

Post by Nedarb7 »

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".
User avatar
KeepAmazinn
First Lance Corporal
First Lance Corporal
Posts: 133
Joined: Tue Aug 06, 2013 2:56 pm
Projects :: No Mod project currently.
Games I'm Playing :: Skyrim
xbox live or psn: Keep Amazinn

Re: TRON: THE GRID

Post by KeepAmazinn »

Wow mate this looks awesome! Can't wait till I can get my hands on this :D
RevanSithLord
Sith Master
Sith Master
Posts: 2632
Joined: Mon Nov 07, 2005 12:40 am
Projects :: Designated Days + LFC + GT vs SWBFC
Games I'm Playing :: FO3 + FO New Vegas
xbox live or psn: Master Revan
Location: GDSS Philadelphia

Re: TRON: THE GRID

Post by RevanSithLord »

You're definitely capturing the feel of Tron VERY well! Great job, sir!
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: TRON: THE GRID

Post by ForceMaster »

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.
jedimoose32
Field Commander
Field Commander
Posts: 938
Joined: Thu Jan 24, 2008 12:41 am
Projects :: Engineering Degree
Location: The Flatlands of Canada

Re: TRON: THE GRID

Post by jedimoose32 »

<opinion>
From what I've seen so far, CTF and TDM would be the best game modes for this mod.
</opinion>
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: TRON: THE GRID

Post by Noobasaurus »

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.
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: TRON: THE GRID

Post by ForceMaster »

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?
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: TRON: THE GRID

Post by Noobasaurus »

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.
Post Reply