new map
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map
yep thats the one
the reson i like it is becous basic paint for windows in general dont have a hue edit witch i use when i do my art (maby i will show you my work some time) i have gimp on my lenox that i dont use anymore so i will try them thanks agen
update....
using pcx files dont need alpha mask right now i will post a screen shot in a few its compileing
the reson i like it is becous basic paint for windows in general dont have a hue edit witch i use when i do my art (maby i will show you my work some time) i have gimp on my lenox that i dont use anymore so i will try them thanks agen
update....
using pcx files dont need alpha mask right now i will post a screen shot in a few its compileing
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map
now im mad beond epresion within the rules of the forum
here is what hapen

heres what it show on dedit

ps:ya i know i gota spread the rezers apart and the colors are rong but its the first one and its a test (witch fails in another way aswell the door dont work so i went to the sniper spot with the unfinished wall and zoomed as you can see)
edit: o by the way does any one know how to make a yellow secrezzer






here is what hapen

heres what it show on dedit

ps:ya i know i gota spread the rezers apart and the colors are rong but its the first one and its a test (witch fails in another way aswell the door dont work so i went to the sniper spot with the unfinished wall and zoomed as you can see)
edit: o by the way does any one know how to make a yellow secrezzer
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- win3k
- [LDSO] Member
- Posts: 417
- Joined: Thu Jan 13, 2005 2:26 am
- Location: UK
Re: new map
Morning chaps
I've seen that behaviour before (a chap called Sparks had the same problem) and it came down (in his case) to a lighting issue. To verify if that's the case, build your world and uncheck the "ApplyLighting" checkbox before clicking the Process World button. Run the map and let us know what happens.
win3k
I've seen that behaviour before (a chap called Sparks had the same problem) and it came down (in his case) to a lighting issue. To verify if that's the case, build your world and uncheck the "ApplyLighting" checkbox before clicking the Process World button. Run the map and let us know what happens.
win3k
ldso://win3k - Living Dead System Operators
[2.0PD] - 2.0 Program Developers
[2.0PD] - 2.0 Program Developers
- TronFAQ
- [LDSO] Member
- Posts: 3022
- Joined: Tue Jan 11, 2005 12:50 am
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
- Location: Ontario, Canada
- Contact:
Re: new map
Tronman, I'd say there are 3 possible reasons for that problem.
1) What win3k said. Try his suggestion about the lighting.
2) The settings in the world processor need to be double-checked. In particular, the ProjectPath could be wrong. You want it to look like the picture that follows.

3) I'm guessing you copied your map .DAT file to the Tron 2.0\Custom\WORLDS folder to test it out. But you also need to copy the texture to a new location, as well. If your texture is located at Tron 2.0\Game\TEX\MyTexture.DTX then it needs to be copied to Tron 2.0\Custom\TEX\MyTexture.DTX in order for it to show up.
1) What win3k said. Try his suggestion about the lighting.
2) The settings in the world processor need to be double-checked. In particular, the ProjectPath could be wrong. You want it to look like the picture that follows.

3) I'm guessing you copied your map .DAT file to the Tron 2.0\Custom\WORLDS folder to test it out. But you also need to copy the texture to a new location, as well. If your texture is located at Tron 2.0\Game\TEX\MyTexture.DTX then it needs to be copied to Tron 2.0\Custom\TEX\MyTexture.DTX in order for it to show up.
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- TronFAQ
- [LDSO] Member
- Posts: 3022
- Joined: Tue Jan 11, 2005 12:50 am
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
- Location: Ontario, Canada
- Contact:
Re: new map
Okay, so the problem isn't with the lighting then.
Sure, every time you make something new (texture, sound, model) to go with your map, you need to include a copy of it. That's what the .REZ files are really for: a way to bundle all the necessary map files and folders together into one package, to make it easier for people you want to use your map.okay so i need to send the texture with my map now to?
As for adding a new color of Sec Rezzer, that would turn your map into a mod. You want to avoid that if at all possible.
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map
i got it to work now i had to put my texture in that folder thanks
oh what axis is down like to move a door
and to link to a switch i make a object put it some whare and put it in the link directory or do i need to use a sliding switch
what do you think should i take out the purple section on the map
oh what axis is down like to move a door
and to link to a switch i make a object put it some whare and put it in the link directory or do i need to use a sliding switch
what do you think should i take out the purple section on the map
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- TronFAQ
- [LDSO] Member
- Posts: 3022
- Joined: Tue Jan 11, 2005 12:50 am
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
- Location: Ontario, Canada
- Contact:
Re: new map
If you want a door to move up and down, it's the Y axis. If you want it to move sideways, it could be either the X or Z axis.tronman63304 wrote:oh what axis is down like to move a door
I don't entirely understand the question.and to link to a switch i make a object put it some whare and put it in the link directory or do i need to use a sliding switch
Without knowing what your map currently looks like, or what your plans are, I can't give any suggestions or advice.what do you think should i take out the purple section on the map
- xistence
- [LDSO] Site Admin
- Posts: 848
- Joined: Tue Jan 11, 2005 12:56 am
- Location: Germany
- Contact:
Re: new map
As T said, typical for a 3D-Worldspace (if you would stay in front of the scene):tronman63304 wrote:oh what axis is down like to move a door
- Y = up and down (up = positive values, down = negative)
- X = left and right (right = positive, left = negative)
- Z = front and back (back = positive, front = negative)
To estimate: To 'switch' things you can use either a Trigger-Object or something like SlidingSwitch. But if it is about a 'Switch'-Object there you would just deal with a 'SlidingSwitch'/'RotatingSwitch'. The use of these things:tronman63304 wrote:and to link to a switch i make a object put it some whare and put it in the link directory or do i need to use a sliding switch
-Trigger : invisible, but has bounds (a box which you can define) so you can activate if you e.g. collide with it as your playerfigure would run into it. Trigger are always invisible, but can place them also into a brush in your map to make them 'visible' (don't forget to make the brush 'nonsolid' in its properties, otherwise you can't activate the trigger as the brush might blocks you)
-SlidingSwitch : An extension of WorldModel, so you bind a brush to it and that means a) it has a sensitive shape based on the brush (if you set BoxPhysics off) and it will 'slide' if you active it.
-RotatingSwitch : As SlidingSwitch but it will 'rotate' away if you active it
For most cases you just want to active something, so Trigger-Objects would be your choice. For something like doors - where a door-knob should active the door, but it should also move with the door when it opens - you might need something like RotatingSwitch or SlidingSwitch.
In case your question was pointed to a different thing, please be more specific.
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map
okay thanks for the axis problem i was using -z
now about the switch i am using a sliding switch attached to a object hiden in the map that when activated sends the messege msg object_name UNLOCK and LOCK when deactivated is this correct or should use something like a secrezzer like in the rest of my map?
now about the switch i am using a sliding switch attached to a object hiden in the map that when activated sends the messege msg object_name UNLOCK and LOCK when deactivated is this correct or should use something like a secrezzer like in the rest of my map?
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- TronFAQ
- [LDSO] Member
- Posts: 3022
- Joined: Tue Jan 11, 2005 12:50 am
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
- Location: Ontario, Canada
- Contact:
Re: new map
Well, what it is that this hidden object is supposed to do, is what will determine what commands to use. Is the switch supposed to make it visible or invisible? Activated or deactivated? Usable or unusable?
And while the Sec Rezzer sort of makes sense for causing AI to spawn, I wouldn't use it for everything. Probably about 90% of the time or more you want to use Triggers. But like X said, Triggers are invisible. So you have to put a brush or model in the same spot as the Trigger so the player can see something.
You don't have to use Triggers, but Sliding and Rotating Switches may not always be what you want since they move when activated.
And while the Sec Rezzer sort of makes sense for causing AI to spawn, I wouldn't use it for everything. Probably about 90% of the time or more you want to use Triggers. But like X said, Triggers are invisible. So you have to put a brush or model in the same spot as the Trigger so the player can see something.
You don't have to use Triggers, but Sliding and Rotating Switches may not always be what you want since they move when activated.
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map

Last edited by tronman63304 on Tue Sep 15, 2009 2:14 pm, edited 1 time in total.
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- TronFAQ
- [LDSO] Member
- Posts: 3022
- Joined: Tue Jan 11, 2005 12:50 am
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
- Location: Ontario, Canada
- Contact:
Re: new map
And where is it that you explained earlier, exactly what you were trying to do? Sorry, but I can't read your mind. You need to explain clearly, and in detail, exactly what it is that you want to do. Or else I can't help you.tronman63304 wrote:okay exuse me for being blunt but i cant make it more simple for you
it unlocks the door to the security room i already figured it out it works perfectly
there is a pannel in my map that is a sliding switch its that simple
But if you're going to be rude like that, then I'm not going to help.
- tronman63304
- Registered users
- Posts: 142
- Joined: Sun May 10, 2009 8:38 pm
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
Re: new map
im sorry for being rude but as i say before im sorry for being blunttronman63304 wrote:okay thanks for the axis problem i was using -z
now about the switch i am using a sliding switch attached to a object hiden in the map that when activated sends the messege msg object_name UNLOCK and LOCK when deactivated is this correct or should use something like a secrezzer like in the rest of my map?
i dident mean to say any one was incompitent if thats what you are thinking i just thougt it was abvios
and once again im sorry
while hacking his computer and arguing with the MPC tronman was shot with a laser from behind and digitized. when half digitized a message window poped up and it read
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
fatal error file canot be transfered click ok to cancel
WARNING file will be lost
- TronFAQ
- [LDSO] Member
- Posts: 3022
- Joined: Tue Jan 11, 2005 12:50 am
- Do you own a copy of Tron 2.0?: Yes
- What is your favorite Tron character color?: Cyan
- What type of multiplayer do you like to play?: Deathmatch
- Location: Ontario, Canada
- Contact:
Re: new map
Yeah, I got that. No need to make it bigger for me. I'm not blind. That still doesn't tell me much.
You've been telling us your plans piecemeal, as you go along. You're not giving us the full picture of what it is that you're trying to do. It's making it hard to understand exactly what it is that you want to accomplish.
Here's what I've got so far:
- You have a switch.
- That switch is "attached to a hidden object". You didn't explain exactly what you meant by "attached". Did you mean you've bound a brush to the switch? Or did you mean something more elaborate: like attached, in the sense that the switch sends commands to a separate object? That's what I was trying to figure out.
- Now you say you have a panel that is a sliding switch, that unlocks a door. You mentioned before that you wanted to know what axis to move a door up and down on, and then because of that you seem to automatically assume that I know the door was meant to go with the switch. So am I to understand that the door was the "hidden object" you were talking about? Or were we really dealing with two separate objects all along? One hidden, and another one to which the commands were meant to be sent (the door)?
- So then the switch was meant to lock or unlock the door, as in prevent players from opening it unless they hit that switch? And now you're saying you've already figured it out? Or what?
I'm sorry, but you're just not making yourself clear enough for us to understand. Even X has been saying that he's not sure he's answering your questions, because you need to be more specific.
As for Spinning WorldModels, yes they're a bit tricky to use. But once again you haven't explained what you want to do with it. Just have it spinning right from the start? Have a switch that turns it on? What speed and direction do you want it to turn in?
All I can give as general advice is that you need a Point object to act as the RotationPoint, around which the model will spin. Then, if I remember right, the RotationAngles determine which orientation the model will spin in and how fast. The number you put in means how many seconds it takes for the model to make one complete revolution on that axis. I believe a negative value will cause it to spin counterclockwise, instead of the normal clockwise.
You've been telling us your plans piecemeal, as you go along. You're not giving us the full picture of what it is that you're trying to do. It's making it hard to understand exactly what it is that you want to accomplish.
Here's what I've got so far:
- You have a switch.
- That switch is "attached to a hidden object". You didn't explain exactly what you meant by "attached". Did you mean you've bound a brush to the switch? Or did you mean something more elaborate: like attached, in the sense that the switch sends commands to a separate object? That's what I was trying to figure out.
- Now you say you have a panel that is a sliding switch, that unlocks a door. You mentioned before that you wanted to know what axis to move a door up and down on, and then because of that you seem to automatically assume that I know the door was meant to go with the switch. So am I to understand that the door was the "hidden object" you were talking about? Or were we really dealing with two separate objects all along? One hidden, and another one to which the commands were meant to be sent (the door)?
- So then the switch was meant to lock or unlock the door, as in prevent players from opening it unless they hit that switch? And now you're saying you've already figured it out? Or what?
I'm sorry, but you're just not making yourself clear enough for us to understand. Even X has been saying that he's not sure he's answering your questions, because you need to be more specific.
As for Spinning WorldModels, yes they're a bit tricky to use. But once again you haven't explained what you want to do with it. Just have it spinning right from the start? Have a switch that turns it on? What speed and direction do you want it to turn in?
All I can give as general advice is that you need a Point object to act as the RotationPoint, around which the model will spin. Then, if I remember right, the RotationAngles determine which orientation the model will spin in and how fast. The number you put in means how many seconds it takes for the model to make one complete revolution on that axis. I believe a negative value will cause it to spin counterclockwise, instead of the normal clockwise.