pz3

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About pz3

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    Ghost - 1st Class

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  • Gender Male
  • Location Florida

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pz3's Activity

  1. pz3 added a post in a topic How do you stay motivated?   

    If I had that kind of freetime again I would. Maybe oneday but probably not for a while.
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  2. pz3 added a post in a topic How do you stay motivated?   

    Motivation comes from deep within your soul.

    However real life is a freaking killer. I still load my wip stuff up and wish I could finish it. Pretty bad somedays.
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  3. pz3 added a post in a topic Map help for noob   

    Island thunder extras has an example map included read the provided documentation, check out the Ghostrecon.net mod tutorials/downloads section, and use the search feature in the forums to try and find answers or solutions to problems.

    Level making is fairly complexed and its good to take it one step at a time.
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  4. pz3 added a post in a topic My questions to create maps   

    1.Create a level in version 9
    2.Export as .3ds
    3.Import into version 5.0
    4.Weld all mesh verticies
    5.Apply textures (.rsb files)
    6.Setup portals/ room groups / doors/ windows / lods / sherman levels.
    7.Export
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  5. pz3 added a topic in Arma 3 - General Discussion   

    Make Arma Not War!
    This sounds pretty exciting but very challenging too!


    • 1 reply
    • 244 views
  6. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    Hey give this one the run around too

    I know it has an AI issue due to sherman levels, but so far havent found any major collision issues. You can climb under hand rails, stand up and you will plop to the floor. I am thinking about leaving that in there for fun. Oh yeah, and under the stairs is an error.


    Just place the folders in the mod and it should run fine.

    WIP Killhouse
    http://www.mediafire.com/download/b7kecrpv8hf24nc/Killhouse.zip
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  7. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    Ok so here it is!... lol the burning of the textures didn't VASTLY improve the look, oh why oh why does GR engine have to be so old. I just want some ambient occlusion lol. I did put the burnt model into the level. No real need for the other to make the comparison. You will see it on the adjacent corner of the large brick hotel.

    So this is the pros and cons......

    Pros:
    -Entire model burnt and completely texturable (every poly)
    -Only requires 1 texture per structure
    -Does add a little extra depth GR lighting does not.


    Cons:
    -Big structures will not be able to do this. Without losing pixel fedelity up close.
    -Takes a little longer to create the buildings.
    -Would be difficult on large urban enviroments
    -Big file sizes

    Overall: I like it but I think being really methodical about using textures is going to be what has to be done.



    Just replace the old map folder with this.
    http://www.mediafire.com/download/7r4qd5u6up2da0n/Test.zip
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  8. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    You know what, im going to make one building with burnt textures, add it into the level, and add the same building next door without it being burnt. Then upload the map folder again.

    I am like 90% positive the results alone will make a HUGE difference. Problem is texture size goes up, texture quality doesn't really improve but... the textures will look and feel much more realistic.

    Ill upload it latertoday at some point.
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  9. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    Don't take the collision detection issues to serious yet since none of these buildings were technically finished at all.

    Most of them are made the same way as all GR geometry is (polygons anyways), problem is... I don't like it to be honest. It doesn't look or feel right at all to me. That nagging little thought has consumed me as I kept making buildings.

    I might go rediculous and remodel/bake entire buildings.
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  10. pz3 added a post in a topic Serpentine Dream Theory (dev and playtest thread)   

    I played through a good bit of it. I like it, definitly fun! Didn't get to take down notes of any bugs though.
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  11. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    Sorry about not having any of your textures on the test level wombat. I'll be using them and using them on the Killhouse too for sure.

    Whoever tries it. Leave me some feedback. Things you like and don't like.
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  12. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    Merry Christmas everyone.

    I decided to go ahead and upload the current build. Although not much has changed in the mod itself from this time last year. The project continues. Please keep in mind, this mod is still very much a work in progress.

    Enjoy

    http://www.mediafire.com/download/0ux82fl22nc25ex/Sabotage.zip
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  13. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    Although im not working on this aspect of the mod yet. Depending on how hard it is to rig characters in a virtual machine. I may consider it. I will keep in touch.

    This level was currupted 3 times already and I still managed to recover it. I have no idea how! It continues to be a pain but starting to take shape


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  14. pz3 added a post in a topic Serpentine Dream Theory (dev and playtest thread)   

    Screens look good, downloading!
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  15. pz3 added a post in a topic a new Total Conversion Mod "Sabotage"   

    As many of you probably know. I don't have a lot of experience creating levels for GR. With that said there were still some lengering questions about what is going to work and not work. With that said....

    I needed to know these things:
    -How Sherman levels Work?
    -How to utiize normals in more open spaces?
    -Would burning lighting into the models textures improve quality or not?
    -Is my workflow from concept to finish the most effecient way?

    Well taking a short break from the map S01 I will be answering all these questions on a mini map. Will also be playable in the mod. This mini map will be simply called.

    SM01 - Kill House

    Based on a simple military live fire kill house. It will have some exterior play as well as all the interior play.
    2 Door intrances and a catwalk overlooking the killhouse. So far it has been a cake walk creating it to this point. I see no reason why it will not be finished in a week or two.


    Sneek Peek!

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