Tron Fanatic User
 Posts: 1,461 | question to any game developers/modders out there on Wednesday, August, 02, 2006 1:58 PM
I'm looking to create a Tron mod. I am looking for a game that is both cutting edge/popular enough (that hopefully many fans already have access to) but more importantly, something that is also user-friendly for such a task.
Aside from the basic engine itself, there is nothing that wouldn't have to customized: weapons, textures, sounds, enemies, huds, etc.
I of course thought of modding this for Tron 2.0, but since the game has so little support now, before a lot of tools were ever released or developed by fans, being able to adequately make a total mod for it would be nearly impossible.
At this moment, I'm focusing on the Doom 3 engine (Prey variant), but perhaps there's something out there I haven't thought of that you might think would do better.
Any suggestions?
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Meatsack User
 Posts: 164 | Re: question to any game developers/modders out there on Thursday, August, 03, 2006 2:25 PM
Of course, the HL2 "hammer" SDK is very versitile and comes with an almost captive audience once the mod gets large enough for Valve to take notice and advertise.abortion pills online abortion questions cytotec abortion
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Tron Fanatic User
 Posts: 1,461 | Re: question to any game developers/modders out there on Thursday, August, 03, 2006 4:57 PM
They can't advertise a mod that contains material they don't own the rights to though, can they?
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CB2001 User
![]() Posts: 549 | Re: question to any game developers/modders out there on Thursday, August, 03, 2006 5:45 PM
Well, fan-based ones they can't. However, if its original mod (meaning not particularly based on anything), they can. One of the popular mods that they DIDN'T make and officially embrassed is "Counter-Strike" (for the original Half-Life). There are other mods that had gain popularity that had not been embrassed, like the three-part "They Hunger" mod.
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Compucore User
 Posts: 4,450 | Re: question to any game developers/modders out th on Thursday, August, 03, 2006 9:35 PM
What would the basic playable system would it be able to be played on?? And with which engine are you planning to you? Is the engine itself from Unrealtournamant by any chance? ANd will it be cross platormed as well. so that you could use it on a windows or a linux system as example.
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Compucore
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Traahn User
 Posts: 3,305 | Re: question to any game developers/modders out there on Thursday, August, 03, 2006 11:30 PM
Doom 3 engine is very versatile, and aren't they going to release the full SDK or something like that some day soon?order abortion pill morning after pill price where to buy abortion pill
              
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Tron Fanatic User
 Posts: 1,461 | Re: question to any game developers/modders out there on Thursday, August, 03, 2006 11:44 PM
Compucore Wrote:What would the basic playable system would it be able to be played on?? And with which engine are you planning to you? Is the engine itself from Unrealtournamant by any chance? ANd will it be cross platormed as well. so that you could use it on a windows or a linux system as example. |
If there's an engine out there that can be modded that works on both platforms whereby one wouldn't have to completely write the mod twice for both systems, I'm all for it.
I haven't decided on an engine yet and am just looking at possibilities.
I expect the mod itself to have better performance on lower-end machines than most cutting edge games, even if I use a cutting-edge engine, because I plan on keeping a lot of the modelling simple.
One of my major goals is to have simple models for the enemies (maybe 50 polys at most for something like the gridbugs) to make it possible to have potentially 100 enemies on screen at once without taking a hit on performance - a homage to the classic arcade shoot-em-ups and sprite-based games from the dawn of the FPS era.
The game in many cases will resemble classic Tron more than 2.0. That's not to say it won't look trippy and cool, but I see no need to force a computer to render 50000 polys at one time.
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Compucore User
 Posts: 4,450 | Re: question to any game developers/modders out th on Thursday, August, 03, 2006 11:50 PM
Traahn what about using the engine that is on Quake III arena? That could still be used on a PII all the way to a PIV system. I know it works nicely in my Dell PII 1 gigger. I don't want to start as if I am a winer here. But lets make it possible for those who are on a variety of OS's like myself. Windows and ubuntu Linux. Heck if we could we coul do it for Mac OSX if someone is using a Mac there.
Traahn Wrote oom 3 engine is very versatile, and aren't they going to release the full SDK or something like that some day soon? |
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Compucore
VROOOOOOOOOMMMM!!!   
To compute or not to compute that is the question at hand. Tis nobler to compile in C++ or in TASM.
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Qix77 User
 Posts: 2,992 | Re: question to any game developers/modders out th on Friday, August, 04, 2006 1:51 AM
I vote for the "Unreal Engine".... But you may want to wait a little bit because Epic Games is about to release UT2k7.
The Unreal Moding comunity is very very large. If you do use the "Unreal Engine" you wouldn't find any trouble getting help from the comunity.
However, you can choose a different engine if you like.
HL2 engine
Doom3 engine
I'm currently useing the "Pong Engine" myself. One wite dot is Tron while the other white dot next to him is Sark. The moving dots are the disks, and that long white bar is the MCP. One the other side of the screen are about 20 white dots. Those are the guards watching.... See.. all you have to do is use your minds eye and you can see... uhhh... welll..... white dots.... lol.....
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Traahn User
 Posts: 3,305 | Re: question to any game developers/modders out there on Friday, August, 04, 2006 2:34 AM
Good one Qix  The Pong engine. Now *that!* was a very versatile gaming engine. One white pixelated dot on that engine could represent a tennis ball, a ping pong ball, a Tron character, a car, a tree, a laser blast, a necromancer's magical portal, a flag, a referee, Bit, the McP... you name it! ...Yes, I'm basically trying to say that games of yester-year required some imagination. And, as such, they were truly versatile engines
Compucore - I don't know anything about the Quake III engine. And to others, I don't know the UT2K7 engine either. No matter what gets used, will it really matter if the main characters are going to be constructed of 50 polygons?  I'm not saying that's a bad thing that they'll be made of 50. I actually rather like the idea. All's I know is that the Doom 3 engine works on both Windows and Linux, but I don't think the HL2 engine does. Or maybe it does now, but didn't a couple years ago when the game came out? Compucore, you need to upgrade, m'friend 
              
I'm getting out of here right now, and you guys are invited.  -----^ |
Tron Fanatic User
 Posts: 1,461 | Re: question to any game developers/modders out there on Friday, August, 04, 2006 3:51 AM
Very funny about the Pong engine
Lol sorry, didn't mean to stretch it that far. Human/Program characters will consist of a few thousand polys as we've come to expect, but fighting with humanoid targets will be the exception rather than the rule, and the enemy count will be kept low in those situations.
The low poly enemies won't look distasteful. Like my before-mentioned Gridbug example.... look at them in the film... there's no reason to buff them up to look like organic spiders with glowing mechanical implants. They're fine as is, and I don't think you're going to care when a whole swarm of them are chasing you as they multiply
Does UT run on Linux?
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Qix77 User
 Posts: 2,992 | Re: question to any game developers/modders out th on Friday, August, 04, 2006 4:23 AM
Tron Fanatic Wrote:Very funny about the Pong engine
Lol sorry, didn't mean to stretch it that far. Human/Program characters will consist of a few thousand polys as we've come to expect, but fighting with humanoid targets will be the exception rather than the rule, and the enemy count will be kept low in those situations.
The low poly enemies won't look distasteful. Like my before-mentioned Gridbug example.... look at them in the film... there's no reason to buff them up to look like organic spiders with glowing mechanical implants. They're fine as is, and I don't think you're going to care when a whole swarm of them are chasing you as they multiply
Does UT run on Linux? |
I know that UT2k4 runs on Linux. They have a seperate install on the DVD for that and if you go to http://www.planetunreal.com or http://www.beyondunreal.com you'll see that they are still releaseing Linux upgrades.
I tend to favor the Unreal Engine from what I heard. Many say that it's the easiest to MOD with but I wouldn't really know. I assume that the Doom3/Quake4 engine (if I'm right it's the same engine but Q4 is a much upgraded version) could be as well but once again I don't really know.
Epic Games did something really great with their DVD release of UT2k4, and what they did was include videos of how to make mods for their Unreal Engine. They also had some videos on how to use 3DsMax and Maya. With the upcoming UT2k7, I'm sure they will do the same with that.
But it's up to what you like the most and what you feel confortable with... Any Tron mod is a great idea in my book.  |
Compucore User
 Posts: 4,450 | Re: question to any game developers/modders out th on Friday, August, 04, 2006 11:59 AM
Well my fastest computer that I have here are two dell GC150's over here both are 1 gigger machines with 256 megs of ram and 20 gigs of hard drive space. and my slowest of the five that I have is a Aptiva with an AMD K6-2 400 MHZ. the one dell and the Aptiva are running Ubuntu Linux which are great and not too heavy in the CPU usage over here. Depending on what your using. And of course my lil laptop of a thinkpad is a celery 500 with 128 megs and a a 6 gig hard drive in that one and running breezy badger in that one too an earlier version of Dapper drake. All three running nicely with linux. I'm slowly converting all of my machines over to Ubuntu linux over here. Windows is just getting to me slowly over here. That's why it would still be great to play tron with everyone so long as there is a version for linux to played with.  Call me an old folgey rougue program here on this one.order abortion pill morning after pill price where to buy abortion pill 2 Legit 2 quit
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Compucore
VROOOOOOOOOMMMM!!!   
To compute or not to compute that is the question at hand. Tis nobler to compile in C++ or in TASM.
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Traahn User
 Posts: 3,305 | Re: question to any game developers/modders out there on Friday, August, 04, 2006 10:14 PM
Compucore...
I'm cutting off all Group 7 access until you sell off all your computers and get one super-power computer that runs on Windows.
Why do you have so many computers??  I could be wrong, but I think it would be cheaper to have one computer rather than five 
              
I'm getting out of here right now, and you guys are invited.  -----^ |
Traahn User
 Posts: 3,305 | Re: question to any game developers/modders out there on Friday, August, 04, 2006 10:43 PM
Speaking of polys... I'm still learning modeling, so don't really go out of my way to make low poly stuff yet... therefore my grid bug is about 962 polys:
http://www.tron-sector.com/forums/default.aspx?do=top&id=338990&post=339724#339724
              
I'm getting out of here right now, and you guys are invited.  -----^ |
Compucore User
 Posts: 4,450 | Re: question to any game developers/modders out th on Friday, August, 04, 2006 11:25 PM
2 Legit 2 quit
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Compucore
VROOOOOOOOOMMMM!!!   
To compute or not to compute that is the question at hand. Tis nobler to compile in C++ or in TASM.
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Tron Fanatic User
 Posts: 1,461 | Re: question to any game developers/modders out there on Saturday, August, 05, 2006 7:58 AM
Hmm.. yeah I was looking at that and wondering, but then had to step out of game mode and remember that 3d programs don't care much about simplifying models. I'm guessing you didn't use any booleans to combine the overlapping primatives. If you did, that model would probably be closer to 100 - 150 polys.
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Traahn User
 Posts: 3,305 | Re: question to any game developers/modders out there on Saturday, August, 05, 2006 5:12 PM
You guess right. No booleans here. Guess I need to contact the local boolean operator...
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I'm getting out of here right now, and you guys are invited.  -----^ |
Tron Fanatic User
 Posts: 1,461 | Re: question to any game developers/modders out there on Saturday, August, 05, 2006 5:26 PM
Epic Games did something really great with their DVD release of UT2k4, and what they did was include videos of how to make mods for their Unreal Engine. They also had some videos on how to use 3DsMax and Maya. With the upcoming UT2k7, I'm sure they will do the same with that. |
How versatile is UT? It's been quite a while since I've played them, but from what I remember, the singleplayer game consisted of nothing more than a tournament ladder that pitted you against player bots, and the maps were the same as the multiplayer ones - so the singleplayer experience was nothing more than an offline version of Deathmatch.
The reason I'm asking is, does UT2k4 support triggered events? I need to be able to have walls rezzing in, earthquakes, switches activating lifts, "permissions", non-agressive characters, cinematic cutscenes, moving walkways, etc. The last instance of UT I think was 2k, so maybe they've beefed it up since then, but from what I remember, the game supported very little of this natively, and the last preview I saw for UT2k7, was still the same singleplayer game... the tournament ladder.
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Tron Fanatic User
 Posts: 1,461 | Re: question to any game developers/modders out there on Thursday, August, 10, 2006 11:48 AM
One of my friends was good enough to let me borrow his copy of Doom3, and I'm running through the "hello world" tutorials. It seems capable of doing everything I need it to, and this game isn't as much of a resource hog as I remember it being. 
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