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=PL=Winters

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About =PL=Winters

  • Rank
    Recruit - 3rd Class
  • Birthday 11/12/1992

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    Male
  • Location
    Torun, Poland

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  1. =PL=Winters

    New buildings for GRAW2

    Nice work John As i can see modding is still active in GRAW2. I am glad for that reason. my little reminder
  2. =PL=Winters

    Cryesight modding

    Hello IRSN, Do you mean something like this? (EOTech on HK 416) - Screen shot 1 - Screen shot 2 - Screen shot 3 I made this few months ago, when I was still playing and having fun with GRAW2. The only bad thing with this is that the center cross in EOTech is not the center point of firing line (see below on screen shot's what I mean) - Screen shot 4 - Screen shot 5 Unfortunately I can't find config files for this...
  3. =PL=Winters

    No More Custom Maps

    Hello, This is interesting because, I am making a new map too from basics. I have still a lot of work, but I made for now ~ 70%. I have still new concepts and solutions about new objects. Be patient... http://i47.tinypic.com/1586ts9.png
  4. =PL=Winters

    text 3dsmax8 tutorial

    Hello, The reason of not working your object I think is: - somethting you screw up in xml files, not u_landascapename.xml but in materials.xml or landscapename.xml, propably wrong name of your diesel object in script. - something you do wrong in 3dx max. Solution is: - check the files, or copy scripts structure from working objects, and just replaced the names, names of materials. ==================== My custom landscape xml structure DATA => objects ==> world_winters ====> mp_win_ground - mp_win_ground.xml <?xml version="1.0" encoding="iso-8859-1"?> <dynamic_object xmlns:xi="x"> <diesel file="data\objects\world_winters\mp_win_ground\mp_win_ground.diesel" orientation_object="root_point" materials="data\objects\world_winters\mp_win_ground\materials.xml" viewports="default|crosscom"/> <body fixed="true" name="mp_win_ground" template="static_ground" max_walk_angle="35"novodex_disabled="true"> <object name="root_point"/> <object name="gfx_ground" collision_type="mesh_mopp" hidden="false" material="ground"/> </body> <editor_marker_manager> <marker name="mp_win_ground"> <offset x="0" y="0"/> </marker> </editor_marker_manager> <lightmap> <object name="gfx_ground" height="128" width="128"/> </lightmap> <decal_surfaces static="true"> <ds_mesh object="gfx_ground"/> </decal_surfaces> </dynamic_object> materials.xml <materials> <xi:include href="/data/settings/palett.xml#xpointer(/include/juarez_colors/*)"/> <!--DECALS <material name="none" decal_material="none"/> <material name="concrete" decal_material="concrete"/> <material name="container" decal_material="container"/> <material name="glass" src="decal_cube" decal_material="glass"/> <material name="metal" decal_material="metal"/> <material name="metal_none" decal_material="metal_none"/> <material name="plaster" decal_material="plaster"/> <material name="sheet_metal" decal_material="sheet_metal"/> <material name="stone" decal_material="stone"/> <material name="wood" decal_material="wood"/> <material name="glass_none" src="decal_cube" decal_material="glass_none"/> --> <material name="ground" src="landscape" decal_material="gravel"> <diffuse_texture file="nw_ground_01_xy_df"/> <bump_normal_texture file="nw_ground_01_xy_bm"/> <self_illumination_texture file="ar_rock_ground_xy_df"/> <distorsion_texture file="ar_rock_ground_01_bm"/> </material> </materials> and mp_win_ground.diesel DATA => units ==> world_winters ====> mp_win_ground u_mp_win_ground <?xml version="1.0" encoding="ISO-8859-1"?> <unit type="static" name="mp_win_ground" slot="35"> <model file="world_winters\mp_win_ground\mp_win_ground.xml"/> <script_class name="base" class="Base"/> <script_class name="editor" class="Editor"/> <stats block="base_data"> <var name="lightmap" value="true"/> <var name="no_silhouette" value="true"/> <var name="ambient_points" value="true"/> </stats> </unit> =================================== Maybe this will be a little help for you Winters
  5. =PL=Winters

    Some new custom objects

    I'm glad to see you happy Ares I made another one... Tower Object name: win_tower_mapname Type: prop Size: medium Screenshot: http://i27.tinypic.com/x7nzo.jpg Download:DOWNLOAD Author: Winters
  6. =PL=Winters

    Some new custom objects

    Hi to all, I made some custom objects for maps, coop missions, maybe this will be good and helpful. I'm not a pro user of 3ds max, i'm still learning. If u like it I'll be do more, with more details Tunnel Object name: win_tunnel Type: prop Size: medium Screenshot: http://i26.tinypic.com/2dtobiv.jpg Download:DOWNLOAD Author: Winters House Object name: win_house_mapname Type: prop Size: medium Screenshot: http://i32.tinypic.com/28tkwv9.jpg Download::DOWNLOAD Author: Winters
  7. =PL=Winters

    Problems with shadows....

    Hmm i think i now what is the problem... Try to add one texture for example 'techos' on your object 'caza_terraza' and in caza_terraza.xml <body editable="true" name="casa_terraza" tag="concrete" template="static"> <object name="root_point"/> <object name="casa_terraza" collision_type="mesh_mopp" hidden="false" material="techos" shadow_caster="true"/> </body> material="techos' Try this maybe will be works. @ Edit For example my objects, i made this few minutes ago.... screenshot - http://i27.tinypic.com/5vmxqu.jpg Materials.xml <materials> <xi:include href="/data/settings/palett.xml#xpointer(/include/juarez_colors/*)"/> <!--DECALS--> <material name="none" decal_material="none"/> <material name="concrete" decal_material="concrete"/> <material name="container" decal_material="container"/> <material name="glass" src="decal_cube" decal_material="glass"/> <material name="metal" decal_material="metal"/> <material name="metal_none" decal_material="metal_none"/> <material name="plaster" decal_material="plaster"/> <material name="sheet_metal" decal_material="sheet_metal"/> <material name="stone" decal_material="stone"/> <material name="wood" decal_material="wood"/> <material name="glass_none" src="decal_cube" decal_material="glass_none"/> <material name="ground" src="bump_lightmap" decal_material="concrete"> <diffuse_texture file="ind_concrete_xy_df"/> <bump_normal_texture file="ind_concrete_xy_bm"/> </material> <material name="out_stairs" src="bump_lightmap" decal_material="concrete"> <diffuse_texture file="fo_concrete_xy_df"/> <bump_normal_texture file="fo_concrete_xy_bm"/> </material> <material name="level" src="bump_lightmap" decal_material="concrete"> <diffuse_texture file="dam_dam_wall_xy_df"/> <bump_normal_texture file="dam_dam_wall_xy_bm"/> </material> <material name="floor" src="bump_lightmap" decal_material="concrete"> <diffuse_texture file="rk_floor_concrete_large_xy_df"/> <bump_normal_texture file="rk_floor_concrete_large_xy_bm"/> </material> </materials> win_school_test.xml <dynamic_object xmlns:xi="x"> <diesel file="/data/objects/world_winters/win_school_test/win_school_test.diesel" materials="/data/objects/world_winters/win_school_test/materials.xml" orientation_object="root_point"/> <lightmap> <object name="gfx_floor_01" height="256" width="256"/> <object name="gfx_floor_02" height="256" width="256"/> <object name="gfx_ground" height="256" width="256"/> <object name="gfx_in_stairs" height="256" width="256"/> <object name="gfx_level_01" height="256" width="256"/> <object name="gfx_level_02" height="256" width="256"/> <object name="gfx_out_stairs" height="256" width="256"/> <object name="gfx_roof_01" height="256" width="256"/> </lightmap> <decal_surfaces static = "true"> <ds_mesh object="gfx_floor_01" material="concrete" hidden="false" /> <ds_mesh object="gfx_floor_02" material="concrete" hidden="false" /> <ds_mesh object="gfx_ground" material="concrete" hidden="false" /> <ds_mesh object="gfx_in_stairs" material="concrete" hidden="false" /> <ds_mesh object="gfx_level_01" material="concrete" hidden="false" /> <ds_mesh object="gfx_level_02" material="concrete" hidden="false" /> <ds_mesh object="gfx_out_stairs" material="concrete" hidden="false" /> <ds_mesh object="gfx_roof_01" material="concrete" hidden="false" /> </decal_surfaces> <body editable="true" name="win_school_test" tag="stone" template="static"> <object name="root_point"/> <object collision_type="mesh_mopp" name="gfx_floor_01" material="floor" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_floor_02" material="floor" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_ground" material="ground" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_in_stairs" material="out_stairs" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_level_01" material="level" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_level_02" material="level" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_out_stairs" material="out_stairs" hidden="false" /> <object collision_type="mesh_mopp" name="gfx_roof_01" material="floor" hidden="false" /> </body> </dynamic_object> u_win_school_test <?xml version="1.0" encoding="ISO-8859-1"?> <units> <unit type="static" name="win_school_test" slot="15"> <model file="\world_winters\win_school_test\win_school_test.xml"/> <script_class name="base" class="Base"/> <script_class name="editor" class="Editor"/> <!-- <script_class name="cover" class="CoverStatic"/> <script_class name="nav" class="NavStatic"/> --> <stats block="base_data"> <var name="lightmap" value="true"/> <var name="ambient_points" value="true"/> </stats> <!-- <stats block="cover_data"/> --> <xi:include href="/data/units/mass.xml#xpointer(/mass/mass_building_medium/*)"/> </unit> </units>
  8. =PL=Winters

    Operation: Iron Hand

    Hello, I played today on this map and the this mission is cool, i like it. Maybe its time to publish some my custom props, terrain, buildings, and maybe coop mission makers will use them in missions Winters
  9. =PL=Winters

    Open maps in the editor?

    Hi Ares, To open a map into a editor go to 'data/levels/custom_levels/map_name/' and here open a notepad and paste this line. C:\Program Files\UBISOFT\Ghost Recon Advanced Warfighter 2\graw2.exe" -o context-editor.xml -path map_nameOfcourse change directory if u have different. Save this called 'editor.bat'. To run map just click on this file and graw2 editor should be open.
  10. =PL=Winters

    Fort Horizon Beta is Ready for Testing

    Dear JohnTC02, I've been testing your map last night and map is pretty good. I had one crash when i change fire mode. I play alone in my server, no lags. I have accustomed to darker fort but this envirnoment is good. Winters
  11. =PL=Winters

    Fort Horizon Beta is Ready for Testing

    I would like to test your map too JohnTC02
  12. Hi Galor, I searched in the quick.bundle in GRAW1 and i think i found landscape terrain in data/levels. In mp01 is mp01.diesel. Maybe it's it http://i44.tinypic.com/2zr22qf.jpg Sorry for my bad english
  13. Wow! Thanks Bogie for this stuff Great work Edit: graw1_tequila_factory_mp object is my favourite right now ;P
  14. =PL=Winters

    Shipment map

    Hi everyone, I want to introduce my first map called Shipment. This map is derived from other map with the same name, and its idea is taken from well played Call of Duty 4. It passed the exam there pretty well, and it is one of the most played maps. First map of modder of ghostrecon.org - Shipment. This map is suitable for all kinds of weapon. However, due to small size of the map we suggest the duels at maximum six players and only with pistols. Link - shipment.rar Regards =PL=Winters
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