[Shared]- Hangman.EXE HD Sark Carrier - v1.0

All about Maps, Mods & Creating them
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

-[Edited]- new question at bottom added

...[smacks self]. I should have realized the size of some of my brush faces was just too large while processing even a 1 color texture.
Hmm... Once I organize all my faces up, an finish all my light strip cuts I will go back an divide large faces up and bind light strips to one brush. That should help some.

P.S. What do you think should be the maximum length/or/width for any given individual face to reduce loading/processing time? -I ask as pretty much this entire model is all "VERY" long cut brush faces.


BTW, thanks X.
I really do appreciate the kind words about my work. I am very proud of the progress that I have made trying to learn to use Dedit properly since I was able to return a little over a month ago.
I cant begin to thank you LDSO guys enough for that incredible Dedit tools pack, WOW! I mean flat out WOW!. The Tutorials it comes with has taught me TONS of new stuff an helped me learn ALOT more than I figured that I ever would be able to do on my own.
I just hope in the end that my efforts on this model will speaks for itself, an it will be something that all TRON & an TRON 2.0 fans can enjoy an use.

Ok, I have a problem.
How can I make a lightmap sphere glow so bright that it will have an aura so bright that I can adjust till the sphere shape itself is "almost" not visble anymore?


I just discovered the info in the AVP documentation to know how to make my green orbs blink. -[but still not sure if the FLICKER command will make them all blink in unison or not tho as they did in the film].

I tried messing with ALL the settings by increasing the numbers but nothing really made it have a large aura around it as I am looking for. Switching the texture to Fullbrights made it have a slight aura... but it still wasnt "AS" strong as I really want.
Ideas anyone?
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by TronFAQ »

Instead of blinking lights, you could probably cheat by using ScaleSprite objects. Have two frames alternating back and forth between the light being off and on. That way, you can make the on and off states differ much more.

After clicking on the Sprites tab on the left, click on a folder that you want the sprite to be saved in. Then in the box below, where it shows all the current sprites in that folder, click the right mouse button and select Create New Sprite. Give it a name. A window will pop up. Then go to the Textures tab, and double click on textures you want to add to the sprite. There are some good glowing-light-like textures in TEX\PROTOTYPE\GLOBAL called BBFLARE. You can create a second version of a BBFLARE texture to represent the off state. You'll also want to slow the frame rate down. Probably to just 1.

Then you add ScaleSprite objects to the map, and move them to where the lights should be. The Filename will be the sprite file you created earlier. The rest of the options should be mostly self-explanatory.
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

well the carrier in the film had blinking green lights scattered all over it, an all of them blinked off and back to on slowly and all of them did it at the same time.

If I use the sprite method instead, can I set them to start an stay in time so they "look" like they blink together?

As I "REALLY" am going for the awesome visual effect/feel of the original film version of the carrier in every possible way. At least as much as I can with my skills in Dedit.
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by TronFAQ »

Since you'll be using the same sprite file for every SpriteObject, they'll all have the same frame rate and should all blink in unison. Though you may have to create more than one sprite file if you need different colored lights. Still, you just set that sprite file to the same frame rate as the other one.

I'm not sure which method will end up looking better. But the sprite versions of the lights should give you more control over their appearance, which seemed to be what you were after.
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

Well, at this point I am ready to try it as I am getting frustrated beating my head against a wall trying to set up a blinking light object with the spheres atm.
Plus with the number of lights required it would require ALOT of clientFX objects to control them all where it is limited by a max of 4.
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

tronfaq wrote:After clicking on the Sprites tab on the left, click on a folder that you want the sprite to be saved in. Then in the box below, where it shows all the current sprites in that folder, click the right mouse button and select Create New Sprite. Give it a name. A window will pop up.

...um.. ok I got this far with your steps... but there wasnt any popup after I gave it a name. I even tried putting in the name and .spr at the end...
All it would do is act like it was loading for a second then the sprites tree flickered back to reset and closed folders again.
I opened back down to my custom one and looked but there wasnt anything in my folder.

... now what do I do? Is this a Dedit bug or something?

[Here is the directory to where I placed my custom Sprite folder if that would affect it.]

FX
---SPR
------WORLDS
---------HangmanEXE
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by TronFAQ »

Since you created a new custom directory, you probably need to copy a DIRTYPESPRITES file into that folder to get DEdit to recognize it. The file acts like a flag, telling DEdit when it starts up to look in that directory for content. And the name of the file defines what type of content. It's a stupid system.
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

Ok, I copied the DIRTYPESPRITES file from this folder...

C:\Program Files\Buena Vista Interactive\Tron 2.0\Game\FX\SPR

...I then went in an tried again. No change.

I did a search for DIRTYPESPRITES on my system and they [all] list as a 0 kb file. If that helps any.
I also tried copying each different folders DIRTYPESPRITES file an then tried again... still nothing.

Also, I should have mentioned previously that I tried making a sprite in the standard FX top folder as well and that didnt work either. It just does the same thing EVERY time I try to make a sprite.

I even tried a complete reinstall of your TRON tools exe 105mb file program... still no change.

...is there something else missing? possibly wrong?

As I am stumped atm. This problem basically has brought me to a standstill.... :(
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by TronFAQ »

Copying the file and restarting DEdit should have done the trick. I'm not sure why it still won't work. A window should appear after creating a new sprite.

You could always create a blank text file, put it in that folder, name it WHATEVER.SPR, and then double click it in the left pane inside DEdit after restarting the program. Which, again, is supposed to bring up the sprite editor window. I tried doing it this way, and it worked for me.
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

Ok, that method worked. As I now have access to the Sprite Editor mini window.

Thanks FAQ... was about to go NUTS on this end. lol
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by xistence »

Umm, making the orbs blinking? Put them all into a Worldmodel, take care the worldmodel is non solid and uses no box physics.
Then use a CoammndObject, it offers you to play with a timeline to send out messages for object, so like to hide or show the current worldmodel.
You just need to recall this command object at the end of the timeline, so it plays in a loop. And you need to take care that it will be invoked once at level start.
That way, you won't need to rework too much, or to deal with client fx stuff.
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Re: [Shared]- Sark Carrier -["Model" Work 99.6%]

Post by HangmanEXE »

Well I decided to go with your idea for the blinking lights FAQ. ... well after testing it on my testing level an seeing this method in use... WOW!
I thought that doing this trick with static looking lights would take away from the look of the carrier, so I plan to keep lightmap half- spheres for the nonblinking lights across the carrier as you can clearly see that is what they are in this shot.
snapshot20110926115318.JPG
I dont know about anyone else, but I am gettin really excited to see this finished now... lol
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In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -[Model 99.6%] / [Derez Stage 57.

Post by TronFAQ »

In this particular case, there are many approaches to achieving the effect you were after. X suggested another technique that's equally valid. In fact, off the top of my head, I can think of four possible ways to achieve the effect of blinking lights.

But I felt the sprite method was probably the easiest to implement, and it gives you a lot of control over exactly how your light looks in its off, and particularly on, state. You can make the corona bigger or smaller, more or less transparent, have more or less "flare", etc. It's a faked light, but it can still look good. As long as the player doesn't get too close and can see that the lights are really just flat sprites.
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Re: [Shared]- Sark Carrier -[Model 99.6%] / [Derez Stage 57.

Post by HangmanEXE »

Well that will be up to ppl who use this model then.

As for how I am going to use it. This pic shows the layout of all of the green blinkers I could spot in the bluray footage.
CarrierGreenBlinkerLocations.JPG
Plus also, since I have not talked about my Sark Carrier Derez map much. Here is my general layout pic for where stages will be, unless I add more in...
Carrier Derez map layout.jpg
I was going to position 4 spawn in locations. 1 in the deathwalk, 1 in the Bridge, 1 in the Light Cycle Holding Area, an 1 in the Pitcell.

I am not sure yet if this is the only rooms I will add in.
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In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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Re: [Shared]- Sark Carrier -[Model 99.6%]/[Derez Stage 57.

Post by HangmanEXE »

Greetings Programs

Well it saddens me to have to state that I will be rolling back my optimistic date for a Wednesday release of my Carrier model to the public.

BEFORE ANYONE GETS UPSET... [here is why I am doing this.]

With ["many"] ppl reporting and emailing to me that the large planes are causing serious loading issues, I have decided instead of using a custom texture for 5 side panels that I will be now doing manual hand cuts for all the square areas an shadowing bars on the large flat face instead. This will help loading time as it will "SERIOUSLY" shrink down the size of the planes on the large flat side of the carrier.

...I said it before an I will say it again. I will NOT release crap to the TRON 2.0 community! You have all worked too hard on your own projects for me to release crap!
I will MAKE this model good before I release it! So that all of you DONT end up having to fix it yourself just to use it!
IT "WILL" BE FIXED! AN SOON!

I will update again ASAP tonite with my cutting progress before I crash out.
In my day we didn't need these fancy R,G,B, LCD an 3D colors!
A program was happy to process 15 megacycles just to get to use monochrome display! You program's today wouldn't know a hard microcycles work if it came up and derez'd ya from behind!
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