YCP Maps

All about Maps, Mods & Creating them
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deeahchur
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YCP Maps

Post by deeahchur »

I'm back on The Grid, as I mentioned in the general discussion thread, and I'm back to working on the YCP maps. However, I have encountered a setback; during my break away I lost all the maps I had been working on (well, clicking harddrive and not enough money to afford data recovery), so before I begin again, I was wondering if any of you fine Users may have copies of what I shared way back then. Most notably requested would be YCP HQ and Sweeper (the latter moreso, since that vehicle model is very complicated). If not, no big deal; I'll just have to start from scratch. I at least have my old hard copy sketches and a partial list of texture locations.

There are some changes for those who may recall the YCP from years ago, some in part due to the advances you all have made and for which I am very grateful (it means some of the ideas I had back then are executable now). I do not mind sharing my project ideas, so I shall be using this thread as a record and updating it over time with additional information (when I'm not using Google Docs, anyway). I am open to suggestions and encourage assistance should anyone be willing.

Ahead of time, thank you all for your support and interest!

~ ~ ~

Yggdrasil Conscription Protocol (YCP)
EDIT: Updated as of 17 October 2011

Based in the virtual world, a defense system has been programmed to protect computer environments from malicious software and other virtual threats. The defense system utilizes idle programs as conscripted warriors to engage in combat on their own systems, given the supposition that if their own systems are damaged or corrupted, then the programs become defunct and useless.
When a system is threatened to a degree that normal security measures are unable to handle, the YCP activates and drafts local scripts, data modules, and code avatars to aid against the threat. The Scripts undergo facilitated anti-hostilities training and then engages the malicious software. After the threat has been dealt with, the drafted Scripts are allowed to return to their previous duties. Some, however, continue with advanced training to become formal YCP ops against future hostilities.

KEY
  • SP/St: Singleplayer/Story Mode
    DRez: Derez; standard deathmatch
    TDRez: Team Derez; standard team-style deathmatch
    CTB: Capture the Bit; another version of capture the flag
    Disc: Disc arena or T/DRez using only the Disc Primitive
    Ball: T/DRez using only the Ball Primitive
    Rod/Baton: T/DRez using only the Rod Primitive (Baton in Tron Evolution and Tron Legacy)
    Mesh: T/DRez using only the Mesh Primitive
    LC: Lightcycle
    Vehicle: This is a placeholder for if/when other vehicles are usable

YCP_Conscription
- Information: Arrival zone for incoming Scripts, briefing court, processing center, and relays to training zones.
- Appearance: Uses an oversized opened-top torus shape where all scripts arrive, are debriefed by a friendly Program. Above is a simple stack of standard torus shapes for various forms of Processing and relays to the training zones.
- Modes: SP/St, DRez, TDRez


YCP_Training
- Information: Transitional zones for incoming Scripts; includes dormitories and basic training zones (some are scenery, but access nodes lead to actual training areas).
- Appearance: Structured around a dormitory stack. A few nodes are surrounded by Chamber nodes that act as receivers for the conscripts. There are training stacks and zones incorporated around or in other nodes or stacks (this will have to be reduced in scale, due to map memory constraints :( )
- Modes: SP/St, DRez, TDRez (with selected maps isolated as MP arenas)
- - Disc, Ball, Rod/Baton, Mesh: Training zones for the various Weapon Primitives, each increasing in Primitive evolution and complex engagement environments.
- - LC1, LC2, LC3, LC4: Lightcycle training zones, each are progressively more complex and difficult.
- - Other Vehicles: If possible, Light Skiff, Recognizer, Sweeper, Tank, and (multi-purpose vehicle) training as well.


YCP_Hub:
- Information: Social zone (Story Mode) for YCP trainees and agents alike. This area also serves as a port for traffic coming from and heading to other sectors (if possible, set as multiple exit points).
- Appearance: Uses an array format with stacks.
- Modes: SP/St, DRez, TDRez, CTB, Disc, Ball, Rod


YCP_Transit:
- Information: Transportation of various Programs to various destinations; different from Carrier.
- Appearance: This would include an array for the starting zone and vehicles that at least are following a path (if not actually able to be piloted), including Recognizers, Solar Sailers, Sweepers, and Tanks. A Player could at least hop aboard as a stowaway or initiate a trigger for a legitimate ride. The LC aspect I have in mind would be a stretch along the Mesa, a mountain range, and energy sea coastline to reach a destination point, treating this as either one large map or sections (YCP_Transit_Mesa; YCP_Transit_Canyon; YCP_Transit_Coastline; etc.).
- Bonus: I would like to be able to include as much as can be included in a single map without serious problems.
- Modes: SP/St, DRez, TDRez, Vehicle


YCP_I/O Tower:
- Information: Most communication with Users occurs here, as well as data compiling.
- Appearance: A stack of torus shapes that proportionally decreases in size as the tower increases in height (at least a stack of three, if not more). One option is to include three brackets/buttress-like architecture that "hold" the stack. At least one energy column beams up into the sky (directly or at an angle; I haven't decided yet), sending forth and receiving data. The stack could be located over a mesa, on an energy sea, or even as part of an array structure.
- Modes: SP/St, DRez, TDRez, CTB


YCP_Power Flow:
- Information: In the energy sea are resource processing centers that send refined energy collected from the raw energy and data streams up to various zones and/or sectors.
- Appearance: The base scenery is an expanse of energy sea, populated by datafish and other possible lifeforms. The stack could either be standard torus shapes in structure or torus shapes that proportionally decrease in size as the stack increases in height (similar to the I/O Tower). A decreasing stack (of at least two) is submerged beneath the surface of the energy sea and has transparent, unbreakable forcefields. An energy column beams up into the sky, sending forth refined energy to a collection station or vital node, such as the HQ or a Hub.
- Modes: SP/St, DRez, TDRez, CTB


YCP_Router
- Information: One or more energy streams are directed up to the routing station, where the energy is then split and channeled through its relay to send to multiple locations and/or nodes. Router arrays often mirror the general layout of other arrays and node clusters to which the split energy is sent.
- Appearance: Uses an array format, possibly with stacks.
- Modes: SP/St, DRez, TDRez, CTB


YCP_HQ:
- Information: The highest echelons of YCP operation utilize this command node to maintain the System, observe threats, and execute countermeasures.
- Appearance: A stack of three standard-sized torus shapes surrounding an energy column. The Level 1 torus (top) houses the Command Zone and administrative nodes. The Level 2 torus (middle) houses the personnel lounge, a small sparring arena and transparent office nodes that are annexed on the exterior. The Level 3 torus (bottom) houses a data processing zone and a corruption treatment facility. Teleporters located in the two keys for the upper end of the Y design formation lead to the other levels, “Upload” sending to other levels and “Download” receiving to the current level.
- Bonus: If able to be accomplished without serious lag, would include one last teleporter that leads to a base station that is probably an I/O Tower or Power Flow station located at the bottom of the energy column.
- Modes: SP/St, DRez, TDRez, CTB


YCP_Carrier:
- Information: A modular unit forwarded by a bridge and command deck, personnel transport node, vehicle transport node, and data transport node. Other nodes are able to be added as necessary.
- Appearance: This level utilizes an enlarged energy beam turned horizontal and placing the entire vessel in-transit; the texture on the energy beam's interior surface set to pan in such a way that, when looking out any window, the feeling is given that the vessel is moving. There may also be a sub-energy column, also turned horizontal, possibly beaming through the center axis of the vessel (or just up to and from certain nodes). The forward-most node is the bridge and command decks, formed from three beveled-end partial torus-shapes; one houses the formal bridge, while a second houses a command zone that regulates action on-board the carrier (a holographic recreation of the vessel is used to show "hot spots; too bad this can't be used in real-time during a DRez match), and the third houses the Captain's and bridge crew quarters. Next would be the personnel transport node, a stack of at least three standard-sized beveled-end torus-shapes, each with sixteen attached Chamber Nodes; the torus-shapes might rotate. A beveled-end Key torus-shape is set as a buffer both before and after the vehicle transport node; these nodes house object transport and cargo, added security, weapons transport, etc. as needed. The vehicle transport node varies in orientation depending upon the type and quantity of vehicle being transported; for example, Sweepers are housed in a rectangular bay attached to a Key structure that could house Tanks or (multi-purpose vehicle) stacks, but Recognizers are more often linked like other nodes. The rear-most node is a set of chambers housing data blocks.
- Bonus: Ability to affect the gravity in such a way that if certain architecture is turned vertically, instead of its usual horizontal alignment, a player can still run on the surface as though it were horizontal. I specifically want to do this for the personnel transport node. I know a cheap way out that I can do this, but it won't be as rewarding or really be doing what I want to accomplish.
- Modes: SP/St, DRez, TDRez, CTB, Disc, Ball, Rod


YCP_(Recycle Bin):
- Information: An expanse of half-rezzed constructs, discarded data, damaged vehicles, lost and/or corrupted Programs. A tram of sorts passes through the zone and is possible to hop on, but the interior is protected but encrypted doors and reinforced walls (unbreakable, even the windows). There are area of corruption, lots of uneven terrain and odd piles; illogical. Pure sources of energy exist, as do corrupted lakes and streams (debilitating and damaging). The zone is inhabited by Resource Hogs, Seekers, rogue and lost Programs, grid bugs, etc.
- Appearance: This level would be very haphazard and broken, with bits of various architecture all about, clustered together, half-formed and very chaotic. In select areas would be something inhabited and organized, as well as can be in such a jumbled mess. Some architecture would have textures showing mesh forms, while others are in various states of DeRez, corruption, etc. Broken vehicles, only a few of which might be anywhere near triggerable to function.
- Modes: SP/St, DRez, TDRez, CTB, Vehicle


YCP_Quarantine:
- Information: Infected and corrupted Programs are kept here until reprogramming and re/appropriation can be completed. Some hostile and malicious Programs might be given temporary residence here if the Containment node is full; in which case, they are guarded and separated from the main quarantine sectors.
- Appearance: Uses an array format with stacks similar to Containment. This level might include Hub-like areas, allowing some of the quarantined Programs to roam or be moderately useful. A major component of this level is a medical suite and Defragmentation spa.
- Modes: SP/St, DRez, TDRez


YCP_Containment:
- Information: Prison for acquired malicious software scheduled for controlled derezolution.
- Appearance: Uses the standard stack. One major exception is that the top torus shape is the diameter of the standard Keys, have no Chamber Nodes attached, and have transparent surfaces for the wall looking into the center and the floor looking down over the prison chambers. The bottom torus shape follows a similar design to the top, except that the interior wall and ceiling are transparent, looking up at the prison chambers. The prison chambers use the standard middle Torus, without Keys, but all surfaces are transparent. An additional component to this level is a DeRez ring.
- Bonus: For the DeRez ring, I envision it working similar to the MCP Tower, either using gravity that forces players against the wall, where there would be an injuring zone, or a forcefield that rotates around the central axis through the ring as an injuring field. If neither can be accomplished, then I will just make cells or DeRez nodes.
- Modes: SP/St, DRez, TDRez



VEHICLES
  • Light Skiff (a la Flynn's experimental craft in the Tron Betrayal comic)
    Sweeper
    YCP Lightcycle
    YCP Recognizer
    YCP Tank
    (Multi-purpose; not yet named)
COMPONENTS:
Parts that can have a base model/prefab that is then duplicated.
- Torus: This is the element used the most.
- Y-Torus: Also called a "Key", this is a variation of the Torus element, this expresses the insignia design, sometimes whole and sometimes separated or simplified, as an architectural feature, often using the outstretched arms for housing teleporters and other lesser elements not easily incorporated into the standard ring architecture.
- Chamber: This is often used for offices, personnel quarters, or even confinement. It is more-or-less a cube with rounded corners and ends.
- Array: collections of the above-stated architecture stacked and repositioned into a potentially ever-expanding greater architecture. Some arrays use multiple levels, and if possible, some sections rotate around an energy column.
- Data Bins and Blocks: Cubes of various sizes that are outlined in white along the edges, and an interior surface displays flowing 1s and 0s.


STORY MODE
Multiple Options (if possible to be accomplished)
  • - Dutiful Conscript: Default; initial description below.
    - Recalcitrant Conscript: "I'm not supposed to be here."
    - Rootkit: This is a virus that gives all the impression that it is a dutiful conscript, but is secretly sneaking around and gaining access where it probably shouldn't and is trying to disrupt the YCP.
    - User: Either accidentally or deliberately digitized into the System, and somehow the User is conscripted.
The single player aspect follows the conscription of a Script, progresses through training, and then sent as an executable into the field against the hostile force. Various story-based levels will also be created to suit this goal, but first I am focusing on the YCP core levels.
Last edited by deeahchur on Tue Oct 18, 2011 7:19 am, edited 20 times in total.
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Re: YCP Maps

Post by cryogen4000 »

Great! concept! maybe you should wait until tron evolution for the pc is released? then rebuild YPC (though* that is if the game has tools/sdk) or maybe even build the concept under the UDK :?:
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Re: YCP Maps

Post by win3k »

Morning chaps
I was wondering if any of you fine Users may have copies of what I shared way back then
Any clue as to filename/date/screenshots/site on which you shared (BH, TS, here, there)? I've got rackloads of .LTA and .LTC files, but I am not at all sure which of them (if any) might be yours. Perhaps you could scan and upload your concept sketches?

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Re: YCP Maps

Post by TronFAQ »

deeahchur wrote:I was wondering if any of you fine Users may have copies of what I shared way back then. Most notably requested would be YCP HQ and Sweeper
I have some odds and ends I've collected over the years, either through archiving what was released to the public or from what was shared with me privately by the creator(s). But in your particular case, I only have a few simple prefabs you created and nothing more. So sorry I can't help you there.

But I look forward to seeing what else you come up with, and perhaps some of us here can assist you now and then if you have any questions.
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Re: YCP Maps

Post by deeahchur »

All of the map naming conventions I used were, and still are, "YCP_(name)", for example: "YCP_HQ", "YCP_Conscription", etc. The Sweeper vehicle I don't think I shared with anyone, however, but I do have screenshots printed out on a page.

I used to post on BoxHat, but I don't recall with how many people I shared the WIPs. Names that ring a bell for me are Meatsack, Powder, and TronFAQ.

Here are some scans of concept designs. I've included some of the newer sketches, as well.

Image
Image
Image
Image
Image
Image

What I can say beforehand is that most of the levels are meant to be black and white. The primary component is a torus-shape with beveled edges. The central energy columns often have custom-designed data block prefabs rotating around it, and players can blast out the windows looking into that area and jump around on the rotating data blocks.

TronFAQ had a copy of the datablock prefabs. I am very grateful for even that small amount of recovery! It was a time-saver and a step in the forward direction! Thank you SO much!

Thanks all!

dee ah CHUR
aka YCP
Last edited by deeahchur on Thu Oct 20, 2011 8:50 am, edited 1 time in total.
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Re: YCP Maps

Post by deeahchur »

What with Tron: Evolution and Tron: Legacy coming out fairly soon, I decided to revamp my designs to have rounded ends and whatnot. As such, this series of maps will take longer than anticipated to attain even a playable degree. Ah, the tedium of perfectionism.

At some point in the future I may request some assistance, but that is not for some time yet.

I appreciate everyone's patience.
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Re: YCP Maps

Post by deeahchur »

I would like opinions on which design to use for the basic YCP insignia/logo. Here are the two images (also available in my photobucket account and DropBox).

YCP_Insignia01-A
Image

Primary choice, and closest design to the original. Two "Y" ends separated, and stem integrated into the "P" form, with the "C" shortened in form.


YCP_Insignia01-B
Image

Second choice, with all "Y" ends separated, focus on the "C" and the "P" hinted at in the form.
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Re: YCP Maps

Post by xistence »

I would go with the first one. The second is a bit to hard to 'imagine' even tho you might know what it should mean.
I don't know if you already have a colorsetup, but i would recommen two basic colors, to seperated the 'dots' from the 'letter'. And i would variate the color for the 'letter' to make it visual, that they are used in different ways. I would use a brighter, main color for letters and a complementary for the dots, set to be a bit darker, so they won't pull the attention to much. But as said, just a suggestion!
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Re: YCP Maps

Post by deeahchur »

X,

Thanks for your opinion and suggestions. It is greatly appreciated! I'll admit I prefer the first design, as well.

As to the color scheme, YCP, as a theme, uses black, white, and grays. I know this is not the best color scheme for logos of this nature, but I'll give it a shot, anyway and see what comes of it. I've got a few ideas for that, but most designs will play out spontaneously and creatively, starting by using some of the textures I exported and converted to B/W.

Over the next few days I'll post more images on which to "vote".
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Re: YCP Maps

Post by TronFAQ »

I prefer the first design as well. 8-)
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Re: YCP Maps

Post by deeahchur »

YCP_Evo_HQ Screenshots

NOTE: All the images are from DEdit and not from in-game play. I apologize for any distractions this may cause in properly appreciating the effects and overall visuals.

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Last edited by deeahchur on Thu Oct 20, 2011 8:52 am, edited 1 time in total.
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Re: YCP Maps

Post by xistence »

A very nice design and definitly matches my taste! I'm just wondering what the poly count would be like in the end, as it seems you have a lot, fine detailed, curved surfaces. Will be hard to balance it for performace for that size of map, did you already had a first run of the map? If there are any probs or questions about optimizing, your're always welcome. Would like to see that map working.
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Re: YCP Maps

Post by deeahchur »

Thanks, X! Glad you like and appreciate the map design!

Yes, there are lots of curved geometry. I haven't grouped the geometry as much as I could just yet, but whenever I reach a finished point on sections, I make an ungrouped version to go in a template file and then group all geometry, eliminate unnecessary faces, etc.

I have not had a first run yet, as my Run button encounters an error after I process a map. I have used TronFAQ's tutorial and set it up as he suggests, but when I do, it gives me a "could not copy cres.dll" error, and when I leave it default, it just doesn't run. Also, my WinRezLT doesn't work for some reason. I would be pleased if someone could .rez it, and then we'll share that around for a tour on the Grid!

The main problem for me with the above error and setback is that I can not experience the effects and in-game appearance of features and geometry, so I don't where how lighting needs to be changed, whether the glow effect of the lightstrips is as I want it, and other normally easy fixes.
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Re: YCP Maps

Post by xistence »

deeahchur wrote:it gives me a "could not copy cres.dll" error
Problems we all know for good. Just be sure these points are ok:

Under Dedit>Edit>Options:Tab'Run' these settings are necessary:
Executable : <path of installation, must point tothe lithtech.exe> // like C:\Program Files\Buena Vista Interactive\TRON 2.0\Lithtech.exe
Working Directory : <directory where all components to run the engine can be found, no slash at the end> // like C:\Program Files\Buena Vista Interactive\TRON 2.0
Program arguments : parameter used when engine is launch by dedit. This is my current setting >
-rez engine.rez -rez GAME.rez -rez sound.rez -rez GAME2.rez -rez "F:\.xistence\.fnc\tron20mod" -rez gamep5.rez -rez gamep6.rez -rez "F:\.xistence\.fnc\nuInt" -rez "C:\Program Files\Buena Vista Interactive\TRON 2.0\tcdg\game" +windowed 1 +runworld "%WorldName%"

[WHY]
...did i use these params? Well, i can easily switch between different folders, containing a different mod project. Furthermore i load the game completely as it is. That way i can test in a better way if my mod/map really does overwriting what it should, and the game does not behave unexpected. Be careful if anyone is copy'n'pasting this (you shouldn't, if you don't quite understand everything that is used there)! Make a backup of your original entry, so you can restore it!
[/WHY]

And in the 'Process'-dialog, you need to set up the current path of your 'mod-project', like
> C:\Program Files\Buena Vista Interactive\TRON 2.0\Game\
OR
> C:\MyMod\Game\
OR (as i use it)
> F:\.xistence\.fnc\tron20mod\
(note: it might be helpful to have a '\' at the end, check that it is there).
- - - - - - - -
About your WinRezLT prob: i had probs once as well, now i use batch-files calling LithRez.exe, and i'm quite satisfied with that. Maybe you want to try this as well, as a batch-file is good to automate some things, that you would do manually, also in apps like WinRez.
Maybe this can help, and if there are still probs, maybe you can post your current settings, so we can find out. Because it is useful to be able to quick test the map from time to time, to increase work progress.
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Re: YCP Maps

Post by deeahchur »

When I try to run the map from DEDit, it encounters a problem. I can open the default maps just fine, so there is something that either isn't processing correctly or a vital element is missing somewhere.

I converted the map to a .TBW.

I checked the INFO.txt file, and that is fine.

I checked the Run log, and there looks to be at least one issue when packing the lighting, stating something about possibly low memory. I'm not sure to what this refers. Otherwise, the map seems to process fine. No split polies, no excessive processing time, no other errors to speak of.
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