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vehicular warfare

Posted: Sat Jan 16, 2010 10:35 am
by floven1
here is a map based on a ut2004 assault map, you might like this
this file contains both compiled and uncompiled versions of the map, as well as the info file and two prefabs i used (yes i finally got the prefab function to work)
http://myfreefilehosting.com/f/5bee54fe0d_0.1MB
feel free to do what you will with this map
just remember to rename the file if you do and choose to upload it, i would love to see some variants of this map

Re: vehicular warfare

Posted: Sat Jan 16, 2010 1:01 pm
by Jizaboz
No screenshots?

Re: vehicular warfare

Posted: Sat Jan 16, 2010 5:29 pm
by floven1
how do i get screenshots from the game?

Re: vehicular warfare

Posted: Sat Jan 16, 2010 7:51 pm
by tronman63304
press F8 they will be in the tron2.0 directory: c:/programfiles/BVI/tron2.0

Re: vehicular warfare

Posted: Tue Jan 19, 2010 8:46 pm
by floven1
http://s248.photobucket.com/albums/gg18 ... reenshots/
here is a link

can someone give me an alternate camera interface, maybe something a little faster than scrolling?
this is a huge course and i only have working areas in a few places, by the way, i plan to create 8 vehicles, each roughly evenly spaced from each other

Re: vehicular warfare

Posted: Wed Jan 20, 2010 12:15 am
by tronman63304
this is awesome dude great idea!!!

be cool if some light cycles pass you ::::) lol

Re: vehicular warfare

Posted: Wed Jan 20, 2010 7:14 pm
by floven1
thanks tron man, and now a problem, how can i get a texture to appear in the game...its rez files isnt it?

Re: vehicular warfare

Posted: Wed Jan 20, 2010 10:18 pm
by tronman63304
i had this problem
in custom folder in your tron2.0 folder copy and past from your GAME folder in to there
must be in the same file tree as in the GAME folder where you imported to dedit
EXAMPLE:/TEX/PROTOTYPE/GLOBAL
thats the place i put my textures

Re: vehicular warfare

Posted: Thu Jan 21, 2010 1:48 am
by win3k
Morning chaps
how can i get a texture to appear in the game...its rez files isnt it?
Depends on what stage you are at. For preliminary world building, as long as the textures are within the local build tree, they should be visible both in-game and in-Dedit, and you don't need to mess about with rez files.

As an example, I have (for testing/messing about purposes) a directory:
C:\Program Files\Buena Vista Interactive\Tron 2.0\game\TEX\PROTOTYPE\Win3k
Within that directory, there is a file called "DirTypeTextures" (no extension, nothing inside it, copy it from any of the retail texture folders), and the .dtx files that form the textures I want to play with. The textures contained within that directory should then be available to use both wihtin dedit, and in-game.

One further thought springs to mind, as someone else has had a similar issue (visible in dedit, blank walls in-game); if your lighting is not correctly set up, certain textures just won't be visible in-game. To check for this, uncheck the "Apply Lighting" checkbox on the world processor dialog before clicking the Process button. If you can then see your textures, chances are that your lighting is knackered.

win3k

Re: vehicular warfare

Posted: Tue Feb 09, 2010 8:52 pm
by floven1
okay, im making another map, yes i am still working on the vehicular warfare map, and i plan to add a water tanker to it, but i was doing some work with terrains, these are created entirely in dedit so they might not look the greatest and there will likely be small gaps where you can see through between terrain tiles
here is the map and some screenshots
as always i am thrifty and dont use any textures that dont come with the original game, also I turn off the level music when i play so expect to hear the same stuff in a number of my maps
http://www.filefront.com/user/floven1
edit: um also i appologize for the lack of lighting, i have decided to not wait for hours on end to compile a lightmap that i will just recompile in a few minutes, if any of my "completed" maps dont have lighting applied, please notify me and i will fix it, no promises though, im in college so my schedule is tighter than before
and as always, feel free to download anything i upload, some of these are previous maps that i never finished, if you want me to finish one, just let me know.

Re: vehicular warfare

Posted: Tue Feb 09, 2010 11:29 pm
by tronman63304
i never apply lighting
worked out good for me :)

Re: vehicular warfare

Posted: Thu Feb 11, 2010 1:03 am
by xistence
About lightning: this is a fact about creating correct geometry. I created maps with about > 40000 polies, but even with lightning included, it just took about 10-15 secs to compile (and no, i don't own a Pentium 4000 aka. 5 THz processor.).
Some thing you can watch out for:
- if you want smooth shading (on curved surfaces), set Gouraud Shading on the brush, otherwise use Flat (easier calculation for the render engine). And if you can see you don't need any lightning on the brush-surface (for exmaple the brush 'glows' so we won't see any shading), set 'Flat-Shading' on the brush and under the brush-property 'LightControl' set all TRUE's to FALSE.
- Use LightControl wisely, in most cases (and for a Tron-look) you might not need the options 'ClipLight','CastShadowMesh' or 'ReceiveShadows' (in most cases i turn them off).
- Watch out not to use 'LightMap' or 'ShadowMesh' under the Brush-property 'Lightning'. They are terribly hard to calculate for the render-engine. This costs much performance ingame, and processing time during compiling the map.
- Combine Brushes cleverly. That said, try to combine brush with same settings, so you don't have tons of single polies in your map. But also watch out not to create brushes that might have a few thousand polies. Too less and you have to much polies to calculate 'em, too much and calculating a brush (especially with Lightmap and stuff) takes ages.
- Don't create brushes (or better polies) which are too hugh (lets say about 8000> Gridunits). Calculating such surfaces is hard for the render-engine, it also cannout clip such polies easily when using occluders.

There is much more to say just about lightning, but these few points can help to reduce compiling time if used correctly.

Re: vehicular warfare

Posted: Thu Feb 11, 2010 10:03 am
by floven1
because of the spinning ring, my vehicular warfare map is huge, i mean millions if not billions of dedit units accross
the lighting map is 14x914x914 or something like that, i dont apply lighting because when i compile it with the lighting i have to leave my computer on all night for it to finish, only to make a few small adjustments and compile it again, if i applied lighting this map would take years to finish.
i do include the editable map files with the dat files i upload.

EDIT: plus, for the effect and playability i want the billion-units-wide ring is neccesary
EDIT: i also need to read previous posts more throughly before posting :oops:

Re: vehicular warfare

Posted: Sat Feb 13, 2010 6:45 pm
by floven1
for my warzone map i wanted to have an area that delivered constant low damage with gas jets and healing areas as well as red heal orbs, i have everything but the jets, does anyone know how to create a red colored mist jet?

Re: vehicular warfare

Posted: Sat Feb 13, 2010 7:21 pm
by tronman63304
i know use a steam object
you can evan use it to give you health and change the color