minecraft castle
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Re: minecraft castle
Blending problem:
If you talk about the fact that pixels of textures ingame are getting 'blurred', no. This kind of blending comes from the engine itself, as the main intention for most games is not to have a too 'edgy' look. The only way is to make the texture itself much bigger in its dimension, but with the same content (now you might have an 64 x 64 texture on a wall, you might want to make a 256 x 256 texture, showing the same pattern just with a higher resolution).
Light problem:
What isn't clear to me, is why you are compling the level w/o lightning. Was this intentionally or accidentally? Because w/o the right flags set on the panel for the map processing, the result won't be what you want to have. And to get a level with should look lit but wasn't compiled with that option, doesn't make sense to me, to be honest. The only way would to create for each polygon a single texture with a 'lightning' on it, created in a graphic program. But why should someone doing this?
Keyframer:
The path is right you're on so far. You have control about how the keyframed object will move as you configurate the Keyframer. Objects can follow the path, set by the keys, keeping their rotation or facing forward on the path (AlignToPath & IgnoreOffsets option). You need to check the props of the Keyframer for that. Even so for the option to push objects/player, there is a button in the option (PushObjects).
Two good ment hints about that: Check all props in Dedit of an object carefully. And in Dedit you can hover the names of properties, if there is a questionmark beside the mousecursor, a tooltip will popup if you click it, giving some intresting clues. A lot of things are there, just take your time to notice them, otherwise it gets hard to get a fully understanding and imagination what you can do in Dedit.
If you talk about the fact that pixels of textures ingame are getting 'blurred', no. This kind of blending comes from the engine itself, as the main intention for most games is not to have a too 'edgy' look. The only way is to make the texture itself much bigger in its dimension, but with the same content (now you might have an 64 x 64 texture on a wall, you might want to make a 256 x 256 texture, showing the same pattern just with a higher resolution).
Light problem:
What isn't clear to me, is why you are compling the level w/o lightning. Was this intentionally or accidentally? Because w/o the right flags set on the panel for the map processing, the result won't be what you want to have. And to get a level with should look lit but wasn't compiled with that option, doesn't make sense to me, to be honest. The only way would to create for each polygon a single texture with a 'lightning' on it, created in a graphic program. But why should someone doing this?
Keyframer:
The path is right you're on so far. You have control about how the keyframed object will move as you configurate the Keyframer. Objects can follow the path, set by the keys, keeping their rotation or facing forward on the path (AlignToPath & IgnoreOffsets option). You need to check the props of the Keyframer for that. Even so for the option to push objects/player, there is a button in the option (PushObjects).
Two good ment hints about that: Check all props in Dedit of an object carefully. And in Dedit you can hover the names of properties, if there is a questionmark beside the mousecursor, a tooltip will popup if you click it, giving some intresting clues. A lot of things are there, just take your time to notice them, otherwise it gets hard to get a fully understanding and imagination what you can do in Dedit.
- floven1
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Re: minecraft castle
it is just to see how the level looks, and if the textures are workingxistence wrote: Light problem:
What isn't clear to me, is why you are compling the level w/o lightning. Was this intentionally or accidentally? Because w/o the right flags set on the panel for the map processing, the result won't be what you want to have. And to get a level with should look lit but wasn't compiled with that option, doesn't make sense to me, to be honest. The only way would to create for each polygon a single texture with a 'lightning' on it, created in a graphic program. But why should someone doing this?
EDIT:how can i make the keyframer so that the player can push it along the path?
btw, fixed the lighting and the map looks much better
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Re: minecraft castle
Just to fix that: do you wantfloven1 wrote:EDIT:how can i make the keyframer so that the player can push it along the path?
a) the player to be pushed by the object or
b) that the player can push the object?
For a) see my answer above about setting the property in Keyframer, that's it.
For b) can't be done, we have no kind of physic interaction in this engine, like in other games like UT or HL2. Even not in a faked manner.
Otherwise, please be more detailed about what you try to achieve, as i didn't get it already.
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Re: minecraft castle
i wanted b, but since thats not happening
how can i make an arena map?
not all the fancy dissapearing floors and such, but how can i make a working arena map?
how can i make an arena map?
not all the fancy dissapearing floors and such, but how can i make a working arena map?
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Re: minecraft castle
Primary as you study the example map that came with the tools. But a few details require some time for research, so here are a few important things:floven1 wrote: how can i make an arena map?
You need to define four arenas, always. Not as 'geometrical' room, but you need to place four 'Arena'-Objects, and you need to set them up so they are marked as '1', '2', '3' and '4' (please have a look into the example map). As said, you don't need to create four seperated rooms, but an open space with teams battling against each other, with spectators among them, will be just confusing, so you should (except you have a new gameplay idea).
You also need to define spawn-, or better, startpoints. You need to use 'ArenaStartPoint'-Objects. A lot.
A Discarena match can be played by maximum four teams, each team can have maximum four player. You should place a startpoint for each player of each team, so summa summarum 16 startpoints. Then you need to have entry points for all spectators and those teamplayers spawing outside, if they got derezed. I recommen at least four for each area, so again 16. All startpoints must be configured, so the point for 'spectators', 'team 1' or 'team 2'
You could reduce the amount, but then players might spawn into each others and also things could get messed up, i won't recommen that.
If you missed something, you will soon notice it as the game will crash if theres is something wrong, it reacts astonishingly sensible at wrong arena maps, compared to maps of all other gameplay sorts. And it might be that i also missed something, as i didn't created DA-maps for a long time now, but so far this elements are most important.
And finally, for a real DA-map, your geometry should be: four seperated areas or room, one central room for spectators with the option to watch all other areas.
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Re: minecraft castle
thanks xistence
and the path to put compiled maps is
custom/retail/multiplayer/diskarena?
and the path to put compiled maps is
custom/retail/multiplayer/diskarena?
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Re: minecraft castle
If you want to test your compiled map, not quite . . .floven1 wrote:custom/retail/multiplayer/diskarena?
custom/worlds/retailmultiplayer/discarena
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Re: minecraft castle
Yup, TronFaq is right. For you important to know is this:
All gameresources (textures, sounds, modesl, whatever) are organized in a 'folder'-like hierarchy. This hierarchy can be found inside of REZ-files or in specific folders like 'custom'. For some resources you need to keep a specific path, for other resources you can create own 'folders' and paths. For your discarena map you need to put it where TronFaq already said, along with a prepared '...info.txt' file (containing some major settings for your map (subroutines player starts with, etc.)).
If you are about doing editing stuff, you should have something like a 'game'-folder, containing all resources unpacked from the REZ-files (TronFaq made great tutorials for that). Inside of this 'game'-folder you will find 'worlds/retailmultiplayer/discarena'. Start a new world in that folder; if you compile the map, a corresponding MAP-file can be found there. You need to put it into the 'custom'-folder if you want to test it under real circumstances as a 'real' discarena-map.
All gameresources (textures, sounds, modesl, whatever) are organized in a 'folder'-like hierarchy. This hierarchy can be found inside of REZ-files or in specific folders like 'custom'. For some resources you need to keep a specific path, for other resources you can create own 'folders' and paths. For your discarena map you need to put it where TronFaq already said, along with a prepared '...info.txt' file (containing some major settings for your map (subroutines player starts with, etc.)).
If you are about doing editing stuff, you should have something like a 'game'-folder, containing all resources unpacked from the REZ-files (TronFaq made great tutorials for that). Inside of this 'game'-folder you will find 'worlds/retailmultiplayer/discarena'. Start a new world in that folder; if you compile the map, a corresponding MAP-file can be found there. You need to put it into the 'custom'-folder if you want to test it under real circumstances as a 'real' discarena-map.
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Re: minecraft castle
do teleporters and switch-activated teleporters work in disk arena?
how do i define the arenas?
how do i define the arenas?
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Re: minecraft castle
Teleports/Switches: yes, they do. Try them out, to find out how.
Arenas: i described it already in a previous post in this thread, and it is recommend to study the example map for that answer.
Arenas: i described it already in a previous post in this thread, and it is recommend to study the example map for that answer.
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Re: minecraft castle
okay, how about each arena has 3 areas: one that the combattants fight and everyone in the observation arena can throw discs (if available) to aid their favorite combatant, another area that spectators can look in on, but not interupt, and a third area that they first spawn into that has three switches, one activates a teleporter to the private matches, another teleports them to the "public" arena
and the last teleports them to settle their differences among the spectators, and possibly punish interfering spectators who get into the way (or not
)
also, how do i create objects that dissapear for a short time when shot?
like the rings in retail da 1 and boxes in retail da 5.
and the last teleports them to settle their differences among the spectators, and possibly punish interfering spectators who get into the way (or not
also, how do i create objects that dissapear for a short time when shot?
like the rings in retail da 1 and boxes in retail da 5.
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Re: minecraft castle
floven1 wrote:okay, how about each arena has 3 areas: one that the combattants fight and everyone in the observation arena can throw discs (if available) to aid their favorite combatant, another area that spectators can look in on, but not interupt, and a third area that they first spawn into that has three switches, one activates a teleporter to the private matches, another teleports them to the "public" arena
and the last teleports them to settle their differences among the spectators, and possibly punish interfering spectators who get into the way (or not)
also, how do i create objects that dissapear for a short time when shot?
like the rings in retail da 1 and boxes in retail da 5.
what do you mean "define my own surfaces"?xistence wrote:...
P.S.: The 'ID' i was talking about is, in fact, a masked value. If you plan to define your own surfaces, keep in mind: a) you create a mod and b) you cannot just increase the id of the last. If your not into programming, recommendation is: use what you have and don't touch the SURFACE.TXT.
i didnt mean to quote myself btw
EDIT: how can i get a switch to teleport everyone in a set area?
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Re: minecraft castle
Morning chaps
A small piece of advice [feel free to ignore]. It's very tempting to try and do lots of clever stuff in a map, but you may have more success if you start by building a basic map that works and flows well. Adding teleporters, switches, mixed areas, moving things and all that jazz is great, but unless you have a solid base map to work with, you will spend pretty much all of your time trying to work out why feature X doesn't work, rather than in developing a map that's fun to play.
win3k
A small piece of advice [feel free to ignore]. It's very tempting to try and do lots of clever stuff in a map, but you may have more success if you start by building a basic map that works and flows well. Adding teleporters, switches, mixed areas, moving things and all that jazz is great, but unless you have a solid base map to work with, you will spend pretty much all of your time trying to work out why feature X doesn't work, rather than in developing a map that's fun to play.
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Re: minecraft castle
I agree to win3k. Your basic steps should be:
a) make yourself some thoughts about your target. MP-Gamemode? How many players? Teams or no teams? Special effects? Special stuff or easteregg's?
b) make yourself a sketch, no matter how good or bad you can draw, no matter if you do it on paper or in a graphicprogram. Set yourself this as 'target'. Try to reach it, don't implement any new ideas, however great they might be. Plan them for the next map and learn by doing this map. Follow your sketch, don't get of 'the path' more then for 5 or 10%.
c) do 'baby steps'!
d) try out new features in small minimaps, just containing a room, a startpoint and the stuff to try out. Do not recompile the game map all the time, just to test out something little, that costs too much time.
Your last questions where too much, and i can't see a clear concept. And, i know that i repeat myself, please use the stuff given to you, and try it out. Do some analyzing (how do the rings work? look at the prefabs, open the prefab, check out all objects, modify values and look what does what). You need to get a 'feeling' how all these things are working, are related to each other and how to use them. My answer won't give this to you.
Maybe you can do a post about your planned map, to see what you are going to achieve, maybe we can give you clues what might be too much or impossible.
a) make yourself some thoughts about your target. MP-Gamemode? How many players? Teams or no teams? Special effects? Special stuff or easteregg's?
b) make yourself a sketch, no matter how good or bad you can draw, no matter if you do it on paper or in a graphicprogram. Set yourself this as 'target'. Try to reach it, don't implement any new ideas, however great they might be. Plan them for the next map and learn by doing this map. Follow your sketch, don't get of 'the path' more then for 5 or 10%.
c) do 'baby steps'!
d) try out new features in small minimaps, just containing a room, a startpoint and the stuff to try out. Do not recompile the game map all the time, just to test out something little, that costs too much time.
Your last questions where too much, and i can't see a clear concept. And, i know that i repeat myself, please use the stuff given to you, and try it out. Do some analyzing (how do the rings work? look at the prefabs, open the prefab, check out all objects, modify values and look what does what). You need to get a 'feeling' how all these things are working, are related to each other and how to use them. My answer won't give this to you.
Maybe you can do a post about your planned map, to see what you are going to achieve, maybe we can give you clues what might be too much or impossible.
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Re: minecraft castle
i will probably have to show you the map for you to understand, its a bit complicated
and i will be reverse engineering the rings, thanks for the tips xistance and win3k
EDIT: how can i get something to fall when shot?
or just fall?
and i will be reverse engineering the rings, thanks for the tips xistance and win3k
EDIT: how can i get something to fall when shot?
or just fall?
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