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by Skeptic
Thu Dec 17, 2015 12:54 am
Forum: GFX
Topic: Adding Flag Trails
Replies: 6
Views: 723

Re: Adding Flag Trails

Animation browser, the flag skeletal mesh is in Art\MPGameObjects.pkg
by Skeptic
Wed Dec 16, 2015 10:25 pm
Forum: GFX
Topic: Adding Flag Trails
Replies: 6
Views: 723

Re: Adding Flag Trails

It isn't a method, I'm just pointing out where those origins are. Just to show you how everything is connected: http://i.imgur.com/ovEprng.png http://i.imgur.com/zlg56s7.png [SmokeBeagle_Flag] ClassName=Class'IGVisualEffectsSubsystem.VisualEffectSpecification'' AttachToSource=True AttachmentBone= Fl...
by Skeptic
Wed Dec 16, 2015 7:44 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: Tron:Vengeance mod

Well, the Bit model is going to be the resupply station for Tron loadouts, so that is already accounted for. It is just undetermined whether or not I will do a full inventory system.

It's like trying to balance two different games entirely in the same environment.
by Skeptic
Wed Dec 16, 2015 1:12 pm
Forum: GFX
Topic: Adding Flag Trails
Replies: 6
Views: 723

Re: Adding Flag Trails

Just to clarify, both the FlagFX and FlagFXsmoke aliases are attached to the root bone of the flag's skeletal mesh, that point is right on the flag pole in the exact middle point of the flag. The offset controls distance from this location. The y=15 offset on the smoke raises the emitter up 15 units...
by Skeptic
Wed Dec 16, 2015 1:06 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: Tron:Vengeance mod

Updated OP with new information about this project.
by Skeptic
Tue Dec 15, 2015 4:53 pm
Forum: GFX
Topic: Flag Trails ?
Replies: 1
Views: 293

Re: Flag Trails ?

Can't test much while I'm at work, but I've wasted some time looking over the ini and assets, here are the oddities I've noticed: 1. Naming conventions are different between teams - i.e. PhoenixSmoke_Flag vs SmokeBeagle_Flag 2. MPFlagImperial and ImperialSmoke_Flag both show ClassName=Class'' (no va...
by Skeptic
Sat Dec 12, 2015 11:47 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

I definitely plan to make skins, probably new models too. This project started out as a map but it looks like it is going to become a full blown mod. My goals are to have a custom spawn loadout with tron player model and identity disc, which will be a modified buckler that bounces. Plus there will b...
by Skeptic
Thu Dec 10, 2015 9:21 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Thanks mate, it is just a matter of persistence. If you refuse to be defeated by a 12 year old game engine, eventually you win by attrition.

After Tron is done I'll consider doing a full tut with pics, but there doesn't seem to be enough mapping interest to invest the time.
by Skeptic
Thu Dec 10, 2015 1:27 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Finally, I solved the problem with pod meshes, lightcycle prototype is now functional. This isn't a complete step-by-step, but here's an overview of the journey from base object to custom: UModel - Export %TVdir%\Content\Classes\VehicleClasses.pkg Cinema 4D - Create separate visible and collision ge...
by Skeptic
Sat Dec 05, 2015 7:19 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

The engine can't really do that, you can only fake it with env maps. I believe newer engines do it the same way, they just fake it better by using camera actors and scripted textures.

Either way, not a big deal for this map. The effect is supposed to look like we're in a 1982 rendering engine, lol.
by Skeptic
Sat Dec 05, 2015 6:02 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

DiceRolla wrote:wiat how did you get the reflection on the wheel of the blue one...there has to be a cube map on it right? OR thats a light smear from a light actor somewhere
Yeah, the black parts have a texenvmap/cubemap on them.
by Skeptic
Fri Dec 04, 2015 1:10 am
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

BAM.

Image
by Skeptic
Thu Dec 03, 2015 4:41 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Polys are actually the same, it's just differences in the rendering engines, plus I had to do some additional phong shading to make the studio shots look good. Right now it just has diffuse textures in the material slots, once I UV map it and bake a texture it should look a lot better in game.
by Skeptic
Thu Dec 03, 2015 2:43 am
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Static mesh for the light cycle is done

Image

Image

Image
by Skeptic
Wed Dec 02, 2015 1:20 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

So here's the game class that controls it: GameClasses.pkg > Object > Actor > Info > GameInfo > MultiplayerGameInfo > ModeInfo > ModeDefault > ModeCTF > roundInfoClass > RoundInfo > rounds[0] > countdownDuration But that isn't a placeable actor. Fortunately, Irrational Games was kind enough to make ...
by Skeptic
Wed Dec 02, 2015 2:13 am
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

tapir wrote:set rounddata countdownduration 0
Where, in the console?
by Skeptic
Tue Dec 01, 2015 9:20 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Do you know how to shorten the round start timer to make testing easier? 30 seconds every time is driving me nuts.
by Skeptic
Tue Dec 01, 2015 6:19 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Just specify the name of the target package in the duplicate dialog box, then you can save the package from the class browser. You don't even have to have a map open.
by Skeptic
Tue Dec 01, 2015 12:57 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

I managed to clone and customize the base vehicles, here's what I did: 1. Make copy of VehicleClasses.pkg and rename (e.g. VehicleClassesTron.pkg) 2. Open up killa-atv-fast.pkg, duplicate armorC, combatroleM and x2CustomLoadout to the new vehicles package 3. New package > armorC properties > combatr...
by Skeptic
Mon Nov 30, 2015 9:31 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

I've tried it with both base and killa classes, same crash either way. Also tried saving and re-opening TVed, same deal. Funny thing is, in the past I've been able to copy classes this way without issue, so the crash could be OS related. I'm going to try using compatibility modes and, if necessary, ...
by Skeptic
Mon Nov 30, 2015 2:32 am
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

Here are some progress shots on the carrier ship, still have much work to do. To get an idea of the scale in game, the tube thing sticking out of the front will be roughly 2x player height on the interior. Album link: http://imgur.com/a/4V1yd http://i.imgur.com/ZBZwvO7.png http://i.imgur.com/GhlJvXc...
by Skeptic
Sun Nov 29, 2015 9:07 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Re: MP-Tron

so was the vehicle skins in the team info or on the pad? I found it in the teaminfo, now I just need to work out some issues with self illumination mask, my first test skin looks perfect up close and then the lights fade at about 20 feet away, lol. I really want to create new vehicles, but whenever...
by Skeptic
Sat Nov 28, 2015 7:20 pm
Forum: New content
Topic: Tron:Vengeance mod
Replies: 38
Views: 6391

Tron:Vengeance mod

I had abandoned this project when T:A was announced, and lost all the original files since, but I've begun rebuilding it. Not much progress yet, mostly working out environmental stuff and working on props, but here's a teaser: http://i.imgur.com/sRrJ1zBm.jpg This is pretty rough, as I've just gotten...
by Skeptic
Mon Nov 23, 2015 4:26 am
Forum: Tribesrevengeance.com
Topic: Need a mapping forum
Replies: 2
Views: 682

Need a mapping forum

Make it so!