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xShowroom
Posted: Sun Aug 05, 2012 7:54 am
by xistence
Re: xShowroom
Posted: Sun Aug 05, 2012 5:52 pm
by deeahchur
Very cool, X! As always, your designs are excellent!
Do you yet have any screencaps for the body section?
Definitely looking forward to seeing the finished images!
Re: xShowroom
Posted: Sat Aug 11, 2012 6:15 pm
by xistence
Re: xShowroom
Posted: Sun Aug 12, 2012 6:59 am
by deeahchur
Very cool. Looks almost finished!
Are you still using DEdit or another 3D geometry program?
Re: xShowroom
Posted: Sun Aug 12, 2012 9:35 am
by xistence
Only Dedit
Re: xShowroom
Posted: Sun Aug 12, 2012 2:40 pm
by xistence
Re: xShowroom
Posted: Sun Aug 12, 2012 5:32 pm
by deeahchur
Re: xShowroom
Posted: Sun Aug 12, 2012 7:24 pm
by TronFAQ
The Light Cycle model can be replaced, easily enough. The problem is that any other model/vehicle would also be restricted to 90 degree turns, and would always leave a trail behind it.
In spite of that, I'm going to attempt faking a driveable Recognizer in UE3. I won't be replacing a Light Cycle to do it, either. But control over the Reco will be limited to very rough movements, not the kind of fine control you'd want over a proper flying craft. One can just about get away with it for a Reco, since they're fairly plodding vehicles to begin with.
Love the bump mapping effects on the transport, X.

Re: xShowroom
Posted: Sun Aug 12, 2012 10:43 pm
by xistence
deeahchur wrote:Is there some way to create a mod that tricks placement of an LC into geometry such as this, while hiding the LC? I remember talk that the source code was needed in order to really add new playable vehicles, but is there some way we can fake it, even with a mod?
A discussion that popped up really a lot through all the years, most was answered by T already.
I can just say that this not planned by my side, at least this model is really high resoluted, so not really suitable to be placed in the Tron2.0-engine as vehicle, because you know, the hardware might be fast these days, but still the software needs to be fast as well, but jupiter isn't. So there is a hard limitation how far someone can go with the count of polies and stuff, nothing supported by this model (it already has a poly count of ~5000).
Re: xShowroom
Posted: Sun Aug 12, 2012 10:47 pm
by xistence
xistence wrote:deeahchur wrote:Is there some way to create a mod that tricks placement of an LC into geometry such as this, while hiding the LC? I remember talk that the source code was needed in order to really add new playable vehicles, but is there some way we can fake it, even with a mod?
A discussion that popped up really a lot through all the years, most was answered by T already.
I can just say that this not planned by my side, at least this model is really high resoluted, so not really suitable to be placed in the Tron2.0-engine as vehicle, because you know, the hardware might be fast these days, but still the software needs to be fast as well, but jupiter isn't. So there is a hard limitation how far someone can go with the count of polies and stuff, nothing supported by this model (it already has a poly count of ~5000).
Tronfaq wrote:Love the bump mapping effects on the transport, X
Ya, i'm getting used to the weird bump mapping effect in jupiter, as it done by reflection not light source, but still it can produce an impression for surface details we could never do by geometry (or at least don't want to). But i really wish they didn't removed the pure bumpmap-shading (what must have happened compared to the capabilities of similar derivates of this engine)
Re: xShowroom
Posted: Mon Aug 13, 2012 11:54 am
by xistence
Re: xShowroom
Posted: Tue Aug 14, 2012 4:17 pm
by deeahchur
Very awesome!
Gyro mode activate!

Re: xShowroom
Posted: Wed Aug 15, 2012 11:24 am
by xistence
Re: xShowroom
Posted: Wed Aug 15, 2012 9:28 pm
by deeahchur
Very nice finished version!
I still keep thinking something should be in the seemingly empty outlined areas on the left and right of the dash board area.
I must say I am slightly reminded of an X-Box controller, but that's not necessarily a criticism!

Re: xShowroom
Posted: Wed Aug 15, 2012 9:49 pm
by xistence
deeahchur wrote:I still keep thinking something should be in the seemingly empty outlined areas on the left and right of the dash board area.
Ya, this is one of the small details to be done, there will be floating holographic displays later on.
I'll also replace the other display as for right now they're just placeholders, chosen as they matched the color scheme well. But in the end they're old stuff from previous maps, so not intended to be used here.