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wombat50

Wombat50's "Migryder Festival Mod"

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Hi wombat could you link me to the mission pack?

I'm not really great with multiplayer missions but I will try and see if I can help at all :)

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Guatemala:Ides of March:

http://www.ghostrecon.net/files2/index.php?act=view&id=18

It's the Tommygoff mission that gives us trouble crashing in MP.

Usually we are in the NE part of the map or have initiated escort of the prisoners.

I have altered the mission here:

https://www.mediafire.com/?7s73cccs9cg3sup

It will appear in quick missions as A16-Tommygoff-test

I think it is Item or I Platoon giving the trouble. They are hidden at startup and when prisoner escort is initiated they are shown.

I don't think in the original they were made invincible at startup. I have done that and then took it off when they appear.

I have teamsuperman and teamshadow on in the startup block. I have not had any crashes in SP since changing it. Really none beforehand either.

Still worried about the MP aspect. It has always crashed for us. Making a dedi on this computer with one account and joining on another account it has not crashed since the changes. But I don't know if this is a true test. Oddly when they are hidden in MP they still show and not as shadows. But they are totally unresponsive and do not die from gl's, AT's or rifle fire.

I appreciate you having a look at it.

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It's always advisable to render actors invincible before hiding them from the game world in scripts, as they will otherwise cause the game to crash when shot while being invisible. Furthermore, hidden actors will be visible as "shadows" (dark characters without skins) in MP by all players but the one hosting the game, unless you manage to hide them completely out of view (e.g. inside a mountain or closed building).

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I have made them invincible when not shown. The test will be when we try it on our dedicated server where it has always crashed before.

Thanks for the reply.

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Hi wombat Ive had a little look over the mission I'm not sure if I can really help as I don't really know much about scripting multiplayer missions.

Everything seems to be in order as far as I can see, you might want to bring some of the members of the hidden platoon away from the border just in case.

Sorry I couldn't be more help :/

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Thanks for having a look. I set Item platoon to invincible when hidden so maybe that will do the trick.

Playing another mod at the moment on the Nighthawk server so I'll have to wait to see if it is fixed.

Floundering around a bit on the mod at the moment. Always see something I'd like to try and I'm off on a tangent.

I have made audio briefings for 20 of Migryder's 30 missions that will be in the mod. Used this site:

http://www.acapela-group.com/ and somewhat satisfied. Allot better than me doing them. Morgan Freeman would be the best. lol

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Example of going off on a tangent.

post-503-0-35939800-1410916175_thumb.jpg

post-503-0-66057600-1410916221_thumb.jpg

These are some of Phlookian's specialist models from Rockall.

Almost done with Nigel Tunney except his ears. and the other I have only replaced the face texture so far(looks a bit like Elvis to me).

Very nice models on par with Eskwaads work IMO. I sent a message requesting permission from Phlookian.

I have compiled Mig's missions into a campaign but wonder if people are really that interested with unlocking weapons. That is a bit of a puzzle the weapons unlocking as the maps are woodland, desert and jungle.

I'm of the opinion folks would as soon play them as quick missions?

Edited by wombat50
  • Like 4

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Looking good mate :)

I really liked the specialist with the backwards cap looks great as a marksman.

A campaigns always good, gives you something to work through bit by bit. Also its nice to level up your ghosts :)

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Phlookian was kind enough to grant permission on the use and re-skinning of his P2 specialists characters.

Changed faces and added long sleeves on Tunney and Ibrahim.

post-503-0-61789000-1411078643_thumb.jpg

post-503-0-60937800-1411078670_thumb.jpg

Thanks Phlookian!

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Specialist Tunney in MTP

post-503-0-33684400-1411320411_thumb.jpg

Doing the vest and webgear take me forever.

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Oh man, Wombat, this whole thread is one big tease!!! You show us all these beautiful mouth-watering things you're doing... please, you just HAVE to promise us that we'll get to see a release of all that fine work of yours, all tightly packed and wrapped into a nice fresh juicy Ghost Recon mod, some day in the hopefully not too distant future! Please? Pretty please, with a cherry on top?

:)

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No guarantees but I will release it at some point. Having a problem on focusing on finishing a particular aspect of the mod. Some of the aspects are: map textures. Mostly related to ground textures although editing vegetation would be nice IMO; weapon sounds; male and Russian Voice; effect edits; skins for the ghosts SP and MP; compiling Migryder's missions and making audio briefings for all 30 of them and I'm sure I am leaving something out.

I'm always seeing or thinking of something to try which gets me off course. I bet you have similar and probably on a larger scale of going off on tangents with HU.

Edited by wombat50

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Going off tangents just "to quickly try something" and then ending up spending days or even weeks on it? Oh yes, I do it all the time, mate. :)

Still, glad to hear there's a release somewhere up ahead. Very much looking forward to all those goodies! :thumbsup:

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Can I say: HNNNNNNNNG, again?

Seriously digging those camouflage patterns though. Big fan of Multicam here!

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Been working on specialist characters and it is hit or miss whether I put in allot of time or not.

Everything but the web gear is not much trouble.

So I'm thinking I need a fake ambient occlusion layer sent to normal blend. For example:

post-503-0-94217300-1412115199_thumb.jpg

Just lighting and shadow in the AO and then add a camo or color layer set to multiply.

post-503-0-70761000-1412115312_thumb.jpg

So I have cut out some web gear and desaturated but to turn it into a good ambient occlusion layer

is going to be trial and error. I have an idea but would like some ideas as I can turn the simplest task into something way too complicated. Any ideas?

post-503-0-52978800-1412115511_thumb.jpg

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That's pretty much what I do dude my process looks way messier then yours though lol

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That is a ambient occlusion I got off the web. I saw it and thought what would it look like if I added a color layer to it.

Trying to make one for GR web gear in Photoshop is a real mess for me too.

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I tend to use quixel ndo and then base other information from the normal map you're given. Theres a trial version you can try, or you can buy the academic version for $49 it has tge same full funtionality the licensing is just different

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Quixel requires at least CS3 so that leaves me out. Looks like a great program and I did want to toy around with it.

post-503-0-70867900-1412295028_thumb.jpg

Spent allot of time trying to make an AO of Will Jacob's gear and it is miles from suiting me.

Messed with the levels and allot of dodge and burn. Mostly dodge. Not nearly good enough to try the method on some other web gear. The method is too slow and the result is...meh.

I don't have the correct version of 3dsm but I have a feeling, correct or not, that a GR character model could be imported and a ambient occlusion layer could be made with 3dsm rather quickly. I realize that GR characters are low poly so maybe the AO layer it spits out wouldn't be very detailed and a disappointment.

Edited by wombat50

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