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

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deeahchur
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Re: [Shared]- HD Sark Carrier -[Model 99.3%]

Post by deeahchur »

Td) !YES! T<)
(EOL)
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Re: [Shared]- HD Sark Carrier -[Model 99.3%]

Post by HangmanEXE »

(GREETINGS)

I second that fun post reply Dee, the new icons are some serious candy for the eyes! T-] (LOL)
xistence wrote:
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?
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.
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.
SWEET! Sounds cool to me X! !YES! (YES)
Wasnt any rush. !NO! (NO)
Only reason that I even asked so early was that I do [ALOT] of test viewing; "maybe" too much... lol; as I place textures.
But I can wait for X's X-MDK. (YES) (YES)


Tv| -"Silence!!! This is your final warning Hangman! Return to your Up-link immediately and continue compiling the backup carrier or you will be subjected to IMMEDIATE deresolution!!!"

T-( -"Yes, Sir."

Image
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]- HD Sark Carrier - v1.0 - [100% Done]

Post by HangmanEXE »

Tv| (GREETINGS)

Well its been quite a ride building this HD Sark Carrier. !YES! (YES)

This is the v1.0 release of the HD Sark Carrier Model - textures/sprites included.

Please be aware! When using this carrier if you use it and rotate the model you will need to go in and manually adjust the direction settings on the sliding chair on the bridge - as per your new direction that you will want the carrier to face.



Below are some screenshots of the final product of all my hard work...

Image
Image
Image
Image
Image
Image
Image
Image

T/| T/|

Final Processing on [V1.0 Model Build]
============================================
Packing world for the PC platform


Gathering processed data
Packing geometry and lightmaps
LM Data: 9 pages, 177808 bytes, 87% wasted
Packing worldmodels

World .DAT file Size : 2.2 MB
World Tree : 10.7 KB
World Models : 494.0 KB
Objects : 309.5 KB
Blind Object Data : 4 B
Light Grid : 163.5 KB
Blockers : 8 B
Particle Blockers : 8 B
Render Data : 1.2 MB

-------------------
Done in 0.06 minutes

Number of input polies: 7492
Number of input vertices: 18157

Number of output polies: 7230
Number of output vertices: 7900
Tree depth: 137

Lightmap data size: 1k
Number of objects: 217



Here is a link to the files. This archive comes with all formats as always plus included is a VERY basic .dat map file for testing via spectator mode as a [VERY BASIC] light cycle map that can be use for exploration/viewing of the finished model in game.
The archive also comes with the required textures and sprites needed.
.
.
.

For any and all who have watched this thread waiting to DL this release, all that I ask in return is that if you do any work and upgrade the carrier in any way. Please link back to us here on this thread so that the newer version will be available for everyone else to use also.



Image

[edit]- "Appologies, I corrected the bad file link, now in a perm shared folder. Also I corrected the archive folder tree structure + Added all .obj format versions, +corrected an overlooked texture bleed on the top most antenna of the command section. Carrier is 100.1% now."
[HD Sark Carrier Model Build V1.0][/color]
https://www.yousendit.com/download/T2dk ... R2RESjlVag
-or this alt link-
...I do appolgize for Filefactorys download method. Click the download link button on the bottom right of the page then enter the code. A timer will count 30seconds then click the download button again on the bottom right to get filer here-

http://www.filefactory.com/file/c0c7463 ... r_V1_0.rar



To view the carrier in the TRON 2.0 game itself via the multiplayer menu... copy the TEX, FX folders and place both in the Custom directory. Copy the .dat file to the Retail Lightcycles folder.
Once done you should have a directory like this...

Custom
-TEX
-FX
-Worlds
--RETAILLIGHTCYCLE
-- Hang_HDSarkCarrier.dat

To use the carrier in Dedit mode copy the folders to the Game directory[if you have unpacked the game with FAQ's TRON tools and place the .lta or the format you wish to use in the worlds folder.



Any and all comments/feedback would be very much appreciated regarding the models current build, textures, etc.

Thanks and Enjoy TRON Community!
Hangman.EXE Tb)
T=| (EOL)
Last edited by HangmanEXE on Thu Dec 15, 2011 2:37 pm, edited 15 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!
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by deeahchur »

T~o !YES! !YES! !YES! Td) Td) !YES! !YES! !YES! T~o

Tv| tested
T=| approved

Make a few Wallpapers, and . . . done . . .

Seriously, though, you should. Look into the KA screenshot mode for making wallpapers.

T-D

(EOL)
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Tz) / / Incompatable Program detected
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by TronFAQ »

I took a look at the Carrier last night. It's beautiful. And freaking huge, too! T-O It will definitely make a great, imposing backdrop for many a map. You can almost believe Sark is staring at you down below, from his bridge.
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by HangmanEXE »

Wow! Only 2 comments about the finished carrier build?
.
...[sigh]...
.
Well I guess two comments are better than not having any at all. But gotta say that it still would have been nice to have seen some broad community interest/feedback about the finished product.
I was personally very curious what ppl "honestly" felt about my models build quality and accuracy to the original films version of the carrier.
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]- HD Sark Carrier - v1.0 - [100% Done]

Post by TronFAQ »

HangmanEXE wrote:Wow! Only 2 comments about the finished carrier build?
.
...[sigh]...
.
Well I guess two comments are better than not having any at all.
I think part of the problem is that people just can't be bothered to sign up for an account in order to reply. I mean, all you have to do is look at the number of views for this thread and you know there's a lot more interest than the feedback is letting on.

It's something that team members in LDSO are all too familiar with, as I think I've mentioned to you before. Lots of downloads of our stuff, but something like a 0.01% feedback rate. Seriously! T-D
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by HangmanEXE »


Tv| (GREETINGS)

ya...ya... I know FAQ. I just got kinda down the other day an was having a hard time wanting to work in Dedit, an was hopin to see some kinda positve feedback to perk me back up an make me wanna go mod despite having had a really bad day... an I honestly do understand that alot dont make accounts to just reply in the forums, it was just a bad day was all, look over it guys...

T=| (EOL)
Last edited by HangmanEXE on Tue Dec 13, 2011 11:13 pm, edited 1 time 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!
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by TronFAQ »

I totally get your frustration, and feel the same way sometimes. I wish a greater number people in the community would take a more active role, rather than sit back passively and not get involved in some way. Even if it's just to say what they like and don't like about things. (As long as that feedback is reasonable and constructive.)

For example, I have come across many sites discussing LDSO projects: what they like and don't like, the problems they've been having sometimes, and so on. Which always begs the question, why aren't they telling us these things? Why don't they come here to this site and say something? Or by e-mail, Facebook, Twitter, whatever? If they're having trouble we can help, and if there's something they don't like we'll take the suggestion under advisement and see about making improvements. We can't always fix or improve things if we don't know about the issues people are having.

Instead, they go to their favorite unrelated site and discuss it there. Again, I guess it's because they can't be bothered to create another forum account here. But that still doesn't explain not firing off at least an e-mail.

Go figure.
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by Cybernaught »

Hi Hang,

I downloaded your Carrier, and placed the .dat file in the Custom/Worlds/RetailLightCycle directory, and took a look, but the end product was texturless. I'm guessing that I have to move more directories/files somewhere, but I don't know where they should go.

Given your dissapointment regarding the lack of response to your work from the Community, perhaps its because, like me, they lack the techniacal savvy to know where these files are supposed to go? Anyway, I'd love to get a proper look at it, so if you could reply with the necessary instructions I'd be much obliged.

Thanx Program. T-)
Ti| "Drive C:\ forever!"
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Re: [Shared]- HD Sark Carrier - v1.0 - [100% Done]

Post by HangmanEXE »

Tv| (GREETINGS)

Sure Cyber!

This is for ANYONE who needs to know how to install and use the textures and FX files to view the carrier in the TRON 2.0 game itself via the multiplayer menu.
First copy the TEX, FX folders and place both in the Custom directory. Then copy the .dat file to the Retail Lightcycles folder.
Once done you should have a directory like this...

Custom
-TEX
-FX
-Worlds
---RETAILLIGHTCYCLE
------ Hang_HDSarkCarrier.dat

To use the carrier in Dedit mode copy the folders to the Game directory as you did with the custom directory above [if you have unpacked the game with FAQ's TRON tools] and place the .lta or the format you wish to use in the worlds folder and load it up after restarting Dedit.

I hope that this has helped out anyone that needed more information. My appologies TRON community. If anyone has any more problems with loading the model or its use, please feel free to ask.

T=| (EOL)
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]- Hangman.EXE HD Sark Carrier - v1.0

Post by Cybernaught »

OK, that was AWESOME!! That really brought back some memories. I just purchased a copy of the original TRON movie as a gift for my son this Christmas, and now I can hardly wait to watch it again!

You say you are going to incorporate this beast into a Map of yours? I can't wait to see that too! Please tell me that I will be allowed to walk upon its deck, and enter the Command Module. Please, oh please, oh please...

BTW, didn't someone create a model of Sark himself for multiplayer? Can he be placed on the Bridge? Just wondering...

Great job, Hang! Tz)

Now about seeing it in DEdit: I've noticed that my Game directory already has both FX and TEX directories in it. Won't copying your folders into that directory cause an overwrite? Am I supposed to merge them or something? As you can see, I am very green when it comes to this sort of thing. T-O
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Re: [Shared]- Hangman.EXE HD Sark Carrier - v1.0

Post by deeahchur »

Cybernaught wrote:OK, that was AWESOME!! That really brought back some memories. I just purchased a copy of the original TRON movie as a gift for my son this Christmas, and now I can hardly wait to watch it again!
Good man! Tc)
Cybernaught wrote:You say you are going to incorporate this beast into a Map of yours? I can't wait to see that too! Please tell me that I will be allowed to walk upon its deck, and enter the Command Module. Please, oh please, oh please...
This is possible, and there will be teleporters leading to the command bridge.
Cybernaught wrote:BTW, didn't someone create a model of Sark himself for multiplayer? Can he be placed on the Bridge? Just wondering...
Unfortunately this will not be possible to include as an NPC, but the model is available for MP use for players.
Cybernaught wrote:Great job, Hang! Tz)
Huzzah! Indeed, he has accomplished masterful work!
Cybernaught wrote:Now about seeing it in DEdit: I've noticed that my Game directory already has both FX and TEX directories in it. Won't copying your folders into that directory cause an overwrite? Am I supposed to merge them or something? As you can see, I am very green when it comes to this sort of thing. T-O
The content INSIDE the TEX and FX folders go in the appropriate folders, so there is no need to copy over the main folders.

Custom (or Game)
- TEX
-- HangmanEXE
--- (textures)

- FX
-- HangmanEDE
--- (fx textures)
Ti| / / S C A N N I N G
Tz) / / Incompatable Program detected
Tk| / / Initiate Yggdrassil Conscription Potocol
T=| "Appropriation is the highest form of appreciation."
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Re: [Shared]- Hangman.EXE HD Sark Carrier - v1.0

Post by HangmanEXE »

Cybernaught wrote:OK, that was AWESOME!! That really brought back some memories. I just purchased a copy of the original TRON movie as a gift for my son this Christmas, and now I can hardly wait to watch it again!

Great job, Hang! Tz)
Tv| (GREETINGS)

I am glad that you enjoyed the Carrier Cybernaught, and I really appreciate your kind comments, please feel free to use the public carrier model as you wish in any maps or mods of your own that you might create here or elsewhere in the future.

Cybernaught wrote:You say you are going to incorporate this beast into a Map of yours? I can't wait to see that too! Please tell me that I will be allowed to walk upon its deck, and enter the Command Module. Please, oh please, oh please...
Yes, I am atm trying my hand at doing full on map build as my next project to help me learn how to use Dedit better. This map build will be a HD version of what was called "The Games Domain" by Sark in the original film. But yes, visiting the Bridge will be part of the build as well as a few other inside the carrier locations.

Full details about the map build can be found here...

viewtopic.php?f=9&t=1181


Cybernaught wrote:BTW, didn't someone create a model of Sark himself for multiplayer? Can he be placed on the Bridge? Just wondering...
Ya, it is part of the LDSO's Killer App additions to the TRON 2.0 game, but unfortunately I can not add Sark to the Bridge; at least atm; as his model wont recognize and load in Dedit to allow me to place him on the bridge at his interface.
-
On a side note, I had given "serious" consideration to trying my hand at doing an actual Single Player mod where you play a reactivated backup copy of Sark, which would utilize the tons of wav clips I have already amassed in preparation of doing the project of David Warner from his various films for use in the games story mode.
But that project is honestly abit off as first need to get a much better understanding of map building and command tricks, which the HD Game Domain project will help me do.

...as I recall tho I believe there was word from FAQ a bit back on another thread here about the possibly of incorporating all these Killer App models into Dedit for mod use. But I am honestly unsure if this is still in works or not. If ya see this msg chime in here FAQ an enlighten the rest to the fate of that project idea if it was even a possibility or if it was in works or not.


Cybernaught wrote:Now about seeing it in DEdit: I've noticed that my Game directory already has both FX and TEX directories in it. Won't copying your folders into that directory cause an overwrite? Am I supposed to merge them or something? As you can see, I am very green when it comes to this sort of thing. T-O
Ya, just overwrite those folders, all it will do is add in my Hangman folders in the TEX and FX directories so that you can load the carrier up in Dedit.

Again, really glad that you enjoyed the Carrier, an I am glad to see you askin Q's about dedit. Lookin forward to seeing some of your work in the future.


T=| (EOL)
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]- Hangman.EXE HD Sark Carrier - v1.0

Post by TronFAQ »

HangmanEXE wrote:...as I recall tho I believe there was word from FAQ a bit back on another thread here about the possibly of incorporating all these Killer App models into Dedit for mod use. But I am honestly unsure if this is still in works or not. If ya see this msg chime in here FAQ an enlighten the rest to the fate of that project idea if it was even a possibility or if it was in works or not.
Allowing the new models to be selected in DEdit would be a cinch. That's not the problem. As I mentioned before, the problem is that the game treats SP and MP models differently. The KA models are all MP. If you try to use them as SP characters, they just won't work. (I'm just explaining this again for everyone following.)

The characters need to be redone as SP models, to use them as NPCs and AI enemies. For that, you would have to ask zook_one if he would be willing to try and convert the models to SP. (Z made all the character models.) My asking alone would probably not be enough to convince him to do it, because I know it would be a lot of work for him. Of course, since the majority of models are available in SP already (just not with the same skins), the only ones that need to be converted are Sark and the MCP Guard. So maybe the workload wouldn't be too hard on Z.
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