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