[Shared]- Hangman.EXE HD Sark Carrier - v1.0
- HangmanEXE
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Re: [Shared]- HD Sark Carrier -[Model 98.2%]
[Bump for X] - as promised I just sent that file link to your email via your info listed here X.
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!
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!
- xistence
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- HangmanEXE
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Re: [Shared]- HD Sark Carrier -[Model 98.2%]
WOW! Nice choice of shot locations, LOVE that angle. Those models look "REALLY" nice together like that X!
The scaling seems really close from what I can see in the picture. I love how they pop out at ya against that background of yours X.
Your recognizers look quite nice X, you should make 'em a prefab for other full scale builds.
The scaling seems really close from what I can see in the picture. I love how they pop out at ya against that background of yours X.
Your recognizers look quite nice X, you should make 'em a prefab for other full scale builds.
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!
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!
- xistence
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Re: [Shared]- HD Sark Carrier -[Model 98.2%]
It is already a prefab, but not finished tho. When i made it years ago, i never built the controlroom. This is what i'll do next. The prefab will then be part of the xMDK.HangmanEXE wrote:you should make 'em a prefab for other full scale builds
- HangmanEXE
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Re: [Shared]- HD Sark Carrier -[Model 98.2%]
Awsome X, I look forward to your next X-MDK update!
[Edit]
WOW! 800 hits! lol, good thing the carrier is almost done, looks like there are a few ppl REALLY wanting this model released.
[Edit]
WOW! 800 hits! lol, good thing the carrier is almost done, looks like there are a few ppl REALLY wanting this model released.
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!
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!
- HangmanEXE
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Re: [Shared]- HD Sark Carrier -[Model 99.1%]
Greetings Programs!
I felt I needed to swing by an touch base with everyone tracking this thread an update all of you on my progress with the texturing of the carrier.
High Def Sark Carrier Build Update
Model Build Progress= 100%
Textures placement = 45%
Total compeltion rate = 99.1%
Here is [my "estimate"] on the total "average" accuracy of Sark's Carrier to Film carrier = 96.4%
[So it is said, this is my first attempt placing custom textures, so if you spot issues that could be easily fixed with larger texture sizes or anything else, I would "deeply" appreciate any feedback that you can provide along those lines to help me improve the look of the model.]
Here are some shots of the work so far with 5 of Boomers Movie Recognizers thrown in for ill extra effect and to help ppl trying to figure the size/scale out via the pics...
[Before anyone asks, the red grids that you spot are unresized textures, these will be corrected as I go.]
...as per the previous version public test map version. The front 3d face is basically done as it is, save for the laborous task of the MANY layered ring cut areas textures, which I will be doing on the fly during other sections are being textured till that is the last part needing textured.... yes I am dreading it as it will be ALOT of angle modification to the texture placements as I go along.
Also here is the current processing information...
=====================================
-[IMPORT GEOMETRY]---------------------------------
WorldTree nodes: 21845
WorldTree depth: 7
WorldTree root size: 48128.00
Creating physics BSP
Merging 3316 brushes.
Transferring brush polygons to world
Converting brushes took 0.02 seconds
0 polies (0 nodes) added for lightmapping.
BSP tree 66.67% balanced.
Imported 7908 texture flags
-[LIGHTING]------------------------------------------------------------------
Lighting world
Ambient light (0.0, 0.0, 0.0)
Setting up world for lighting
Lighting data built in 0.02 seconds
Lighting polys : 6985
Lighting nodes : 1037
Number of polies in lighting: 6991
Lighting BSP nodes: 9272
Lighting BSP first null node: 7
Lighting BSP longest chain: 30
Lighting BSP Full Nodes: 2298
Lighting BSP took 0.13 seconds to generate
Light table resolution: (24x17x75)
Lighting grid took 1.86 seconds to generate
Lighting grid size in memory: 120k
Lighting points took 0.00 seconds to generate
Vertex colors took 0.03 seconds to generate
Base lightmaps took 0.02 seconds to generate
Lightgroups took 0.00 seconds to generate
Lighting took 2.05 seconds
-[PACKING]-------------------------------------------------
Packing world for the PC platform
Gathering processed data
Packing geometry and lightmaps
LM Data: 5 pages, 101712 bytes, 77% wasted
Packing worldmodels
World .DAT file Size : 2.1 MB
World Tree : 2.7 KB
World Models : 496.2 KB
Objects : 314.9 KB
Blind Object Data : 4 B
Light Grid : 77.5 KB
Blockers : 8 B
Particle Blockers : 8 B
Render Data : 1.2 MB
-------------------
Done in 0.06 minutes
Number of input polies: 7431
Number of input vertices: 17979
Number of output polies: 6975
Number of output vertices: 7605
Tree depth: 116
Lightmap data size: 1k
Number of objects: 238
========================================
I look forward to any input as I continue with the texturing process as I continue to push toward my [beta] public release version of my HD Sark Carrier.
I will update again ASAP.
I felt I needed to swing by an touch base with everyone tracking this thread an update all of you on my progress with the texturing of the carrier.
High Def Sark Carrier Build Update
Model Build Progress= 100%
Textures placement = 45%
Total compeltion rate = 99.1%
Here is [my "estimate"] on the total "average" accuracy of Sark's Carrier to Film carrier = 96.4%
[So it is said, this is my first attempt placing custom textures, so if you spot issues that could be easily fixed with larger texture sizes or anything else, I would "deeply" appreciate any feedback that you can provide along those lines to help me improve the look of the model.]
Here are some shots of the work so far with 5 of Boomers Movie Recognizers thrown in for ill extra effect and to help ppl trying to figure the size/scale out via the pics...
[Before anyone asks, the red grids that you spot are unresized textures, these will be corrected as I go.]
...as per the previous version public test map version. The front 3d face is basically done as it is, save for the laborous task of the MANY layered ring cut areas textures, which I will be doing on the fly during other sections are being textured till that is the last part needing textured.... yes I am dreading it as it will be ALOT of angle modification to the texture placements as I go along.
Also here is the current processing information...
=====================================
-[IMPORT GEOMETRY]---------------------------------
WorldTree nodes: 21845
WorldTree depth: 7
WorldTree root size: 48128.00
Creating physics BSP
Merging 3316 brushes.
Transferring brush polygons to world
Converting brushes took 0.02 seconds
0 polies (0 nodes) added for lightmapping.
BSP tree 66.67% balanced.
Imported 7908 texture flags
-[LIGHTING]------------------------------------------------------------------
Lighting world
Ambient light (0.0, 0.0, 0.0)
Setting up world for lighting
Lighting data built in 0.02 seconds
Lighting polys : 6985
Lighting nodes : 1037
Number of polies in lighting: 6991
Lighting BSP nodes: 9272
Lighting BSP first null node: 7
Lighting BSP longest chain: 30
Lighting BSP Full Nodes: 2298
Lighting BSP took 0.13 seconds to generate
Light table resolution: (24x17x75)
Lighting grid took 1.86 seconds to generate
Lighting grid size in memory: 120k
Lighting points took 0.00 seconds to generate
Vertex colors took 0.03 seconds to generate
Base lightmaps took 0.02 seconds to generate
Lightgroups took 0.00 seconds to generate
Lighting took 2.05 seconds
-[PACKING]-------------------------------------------------
Packing world for the PC platform
Gathering processed data
Packing geometry and lightmaps
LM Data: 5 pages, 101712 bytes, 77% wasted
Packing worldmodels
World .DAT file Size : 2.1 MB
World Tree : 2.7 KB
World Models : 496.2 KB
Objects : 314.9 KB
Blind Object Data : 4 B
Light Grid : 77.5 KB
Blockers : 8 B
Particle Blockers : 8 B
Render Data : 1.2 MB
-------------------
Done in 0.06 minutes
Number of input polies: 7431
Number of input vertices: 17979
Number of output polies: 6975
Number of output vertices: 7605
Tree depth: 116
Lightmap data size: 1k
Number of objects: 238
========================================
I look forward to any input as I continue with the texturing process as I continue to push toward my [beta] public release version of my HD Sark Carrier.
I will update again ASAP.
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!
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!
- deeahchur
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Re: [Shared]- HD Sark Carrier -[Model 99.1%]
Lookin' good!
I do notice some bleeding of the red, due to stretching the texture to such a large size, but that can't be helped except by making larger textures.
The glow is very good and makes the model dynamic!
The Carrier is definitely coming along nicely!
I do notice some bleeding of the red, due to stretching the texture to such a large size, but that can't be helped except by making larger textures.
The glow is very good and makes the model dynamic!
The Carrier is definitely coming along nicely!
/ / S C A N N I N G
/ / Incompatable Program detected
/ / Initiate Yggdrassil Conscription Potocol
"Appropriation is the highest form of appreciation."
/ / Incompatable Program detected
/ / Initiate Yggdrassil Conscription Potocol
"Appropriation is the highest form of appreciation."
- HangmanEXE
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Re: [Shared]- HD Sark Carrier -[Model 99.1%]
My thanks for your comments Dee!deeahchur wrote:Lookin' good!
I do notice some bleeding of the red, due to stretching the texture to such a large size, but that can't be helped except by making larger textures.
The glow is very good and makes the model dynamic!
The Carrier is definitely coming along nicely!
Yes.. I am aware of the bleeding problem and I am [very unsatisfied] with its effect of some of my textures due to the current texture sizes being stretched to be used on those faces. I would like to make larger textures to use on those faces to correct this before I proceed further as it is nothing but an eyesore atm and not at all in line with my HD theme of my carrier build.
Could someone here please let me know what the largest sizes of textures that Dedit will currently support are?
...I know of 1024x1024 as a confirmed usable.... but beyond that all ppl have really told me are guesses on the larger supported sizes.
I would GREATLY appreciate info on this as soon as possible so I can go back and correct my textures on the larger faces where the bleeding effect is occurring.
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!
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!
- TronFAQ
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Re: [Shared]- HD Sark Carrier -[Model 99.1%]
8x8 is the smallest and 1024x1024 is the largest texture size you can use. I think the game engine actually supports 2048x2048, but DEdit won't import a texture that large.
- HangmanEXE
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- Contact:
Re: [Shared]- HD Sark Carrier -[Model 99.1%]
hmm, ok TYVM FAQ.
I will just have to do some creative geometry cutting to make it work a 1024x1024 texture work. I will try a few variant geometry style cuts if the poly count raises too much by cutting the large faces up, I'll do my best to keep the poly count as low as possible.
Thanks again guys.
I will update again ASAP
I will just have to do some creative geometry cutting to make it work a 1024x1024 texture work. I will try a few variant geometry style cuts if the poly count raises too much by cutting the large faces up, I'll do my best to keep the poly count as low as possible.
Thanks again guys.
I will update again ASAP
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!
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!
- HangmanEXE
- Registered users
- Posts: 300
- Joined: Mon Nov 29, 2010 8:37 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: White
- What type of multiplayer do you like to play?: Lightcycles
- Location: USA
- Contact:
Re: [Shared]- HD Sark Carrier -[Model 99.3%]
Greetings Programs
I felt that I needed to post this notice about my carrier project.
I must publicly apologize to all of you and tell you that I will fall short on my promise for a Thanksgiving release sadly. But!!! I do not feel it will be very far behind Thanksgiving when I will have all the texture work finished on the Carrier "itself".
I AM certain that it will be sometime after new years when I complete work on my Derez level build that will go along with the HD Carrier model.
I managed to get creative with the geometry cutting and managed to fix 99% of all the bleeding. The side effect of these cuts is that the poly count increased by 200.
Here is some screenshots of current progress....
[Edit] - oops fixed link to pic of bridge.. previous one was an old one
Uploaded with ImageShack.us
[/url]
Here is the current an 99% most likely final processing information regarding the "carrier and this test map ONLY".
=========================================================
Packing world for the PC platform
Gathering processed data
Packing geometry and lightmaps
LM Data: 5 pages, 101712 bytes, 77% wasted
Packing worldmodels
World .DAT file Size : 2.0 MB
World Tree : 2.7 KB
World Models : 487.4 KB
Objects : 309.6 KB
Blind Object Data : 4 B
Light Grid : 77.5 KB
Blockers : 8 B
Particle Blockers : 8 B
Render Data : 1.2 MB
-------------------
Done in 0.05 minutes
Number of input polies: 7339
Number of input vertices: 17651
Number of output polies: 7077
Number of output vertices: 7697
Tree depth: 116
Lightmap data size: 1k
Number of objects: 217
I felt that I needed to post this notice about my carrier project.
I must publicly apologize to all of you and tell you that I will fall short on my promise for a Thanksgiving release sadly. But!!! I do not feel it will be very far behind Thanksgiving when I will have all the texture work finished on the Carrier "itself".
I AM certain that it will be sometime after new years when I complete work on my Derez level build that will go along with the HD Carrier model.
I managed to get creative with the geometry cutting and managed to fix 99% of all the bleeding. The side effect of these cuts is that the poly count increased by 200.
Here is some screenshots of current progress....
[Edit] - oops fixed link to pic of bridge.. previous one was an old one
Uploaded with ImageShack.us
[/url]
Here is the current an 99% most likely final processing information regarding the "carrier and this test map ONLY".
=========================================================
Packing world for the PC platform
Gathering processed data
Packing geometry and lightmaps
LM Data: 5 pages, 101712 bytes, 77% wasted
Packing worldmodels
World .DAT file Size : 2.0 MB
World Tree : 2.7 KB
World Models : 487.4 KB
Objects : 309.6 KB
Blind Object Data : 4 B
Light Grid : 77.5 KB
Blockers : 8 B
Particle Blockers : 8 B
Render Data : 1.2 MB
-------------------
Done in 0.05 minutes
Number of input polies: 7339
Number of input vertices: 17651
Number of output polies: 7077
Number of output vertices: 7697
Tree depth: 116
Lightmap data size: 1k
Number of objects: 217
Last edited by HangmanEXE on Tue Nov 22, 2011 9:17 pm, edited 2 times in total.
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!
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!
- deeahchur
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- Do you own a copy of Tron 2.0?: Yes
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- What type of multiplayer do you like to play?: Deathmatch
- Location: Maryland, USA
Re: [Shared]- HD Sark Carrier -[Model 99.3%]
Looks great so far! I'm patient!
/ / S C A N N I N G
/ / Incompatable Program detected
/ / Initiate Yggdrassil Conscription Potocol
"Appropriation is the highest form of appreciation."
/ / Incompatable Program detected
/ / Initiate Yggdrassil Conscription Potocol
"Appropriation is the highest form of appreciation."
- HangmanEXE
- Registered users
- Posts: 300
- Joined: Mon Nov 29, 2010 8:37 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: White
- What type of multiplayer do you like to play?: Lightcycles
- Location: USA
- Contact:
Re: [Shared]- HD Sark Carrier -[Model 99.3%]
[Bump]-apologies for wrong pic link
-repaired the link to wrong bridge shot. Current bridge link is now edited into list on previous post.
-repaired the link to wrong bridge shot. Current bridge link is now edited into list on previous post.
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!
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!
- HangmanEXE
- Registered users
- Posts: 300
- Joined: Mon Nov 29, 2010 8:37 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: White
- What type of multiplayer do you like to play?: Lightcycles
- Location: USA
- Contact:
Re: [Shared]- HD Sark Carrier -[Model 99.3%]
Hey X, that sky you have in this shot, is that a packaged sky prefab or a loose build sky? As I love that original movie look to it. It would go very well with the carrier. Could I get a copy of it as I have already started on a map build?
...again...I will pay for the custom prefab... if I really have to. [If payment is required for the item please contact me here with information. Thanks.]
Before anyone states it, yes I do understand the LDSO keeps some files internal only for map use, but I just thought that it would just go very well with my original movie style/period map that I am starting on atm to be my Derez map to accompany the carrier, and also for my "Appropriated" map build I am doing as a side project which is also set in the original tron film universe & period.
Hope to hear back from ya X.
[For note]- I "personally" would be willing to pay for a dvd load of LDSO exclusive Dedit map building items for TRON 2.0 map building.
Money could go to fees for the site, personal use/fun, or other, whatever needed! .... just saying. [potential interested buyer here guys, might wanna at least kick it around the table a bit. These dvds of items could very well revitalize the community some.... lord knows we need it nowadays.]
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!
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!
- xistence
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Re: [Shared]- HD Sark Carrier -[Model 99.3%]
Actually this sky is not the original Tron (the film) sky, it is the skybox i used for Diu/TDM. It is a prefab already and will be available in the xMDK soon. But as i also found some old LTA fragments of my Pit and MCP maps, i am working for a prefab group for original Tron-parts, these will also be part of the xMDK.HangmanEXE wrote:Hey X, that sky you have in this shot, is that a packaged sky prefab or a loose build sky? As I love that original movie look to it. It would go very well with the carrier. Could I get a copy of it as I have already started on a map build?
This will contain elements for the MCP, the pit and the jai-alay map (rebound) i once built, and also a skybox that was more original Tron. So, if you can have some more patience, these things will come. And no money needed for that stuff.