Jump to content

Ghost Recon Future Soldier


Photo

New Map Available Now


28 replies to this topic

#1 element11

element11

    Pointman - 1st Class

  • Members
  • PipPipPip
  • 1,431 posts
  • Location:Niagara Falls, Canada

Posted 24 May 2006 - 10:49 PM

Hey all. In an attempt to get back into ghost recon modding, i threw together this quick desert map. It only took me less than 2 weeks, but im fairly happy with it. This is a small map in a canyon. It is not super AI friendly, but it isnt too bad. It is a small map mainly intended for some intense multiplayer battles, but i threw together a quick scenario. You can find it in the quick mission menu. Theres no objectives, because I dont know how to script, but theres a few enemies to kill (lotsa fun :) ). If someone would like to script a mission or two, that would be super cool. I have tested for bugs, and it is pretty much free of bugs as far as I know. This is a beta release, so if you guys have any bugs to report, post back here, and ill fix them and release a 1.0 version along with a mission if someone wants to give that a try. Also, the only problem I can see is the command map dopsent work properly. Since i have never finished a map before, I have never done this before. I will eventually fix this for the second release, but i just wanted to release a beta version for now anyways. Heres some screenshots.

Posted Image
Posted Image
Posted Image
Posted Image
Posted Image

Download here

Edited by Rocky, 25 May 2006 - 09:41 PM.

Posted Image Posted Image
element11 Modworks | SWAT v1.2 | The Great War Total Conversion Mod
"Is everybody in? Is everybody in? The celebration is about to begin."

#2 The Worm

The Worm

    Scout - 1st Class

  • Members
  • PipPip
  • 377 posts

Posted 25 May 2006 - 02:03 AM

Command Map doesn't work properly?
Do you get a "beep-beep-beep" alert when you try to click on it? Did you have a roomlist.txt in your map folder when you exported?
DLing now, I'll check it when I get home.
Screenies look good. :thumbsup:

#3 Rocky

Rocky

     

  • Admin
  • 22,703 posts
  • XFire:rocky00grnet
  • Gender:Male
  • Location:Bonnie Scotland

Posted 25 May 2006 - 09:43 PM

Heh, some of those building textures are wicked! They totally obscure the enemy camo, check this out for example. The guy is about 4 metres infront of me and you can hardly see him!

Posted Image

:o

Posted Image
GhostRecon.net | Rainbow Six | PSP Guides | Support GR.net | My Blog | My Game Videos
Posted Image

"Unthinking respect for authority is the greatest enemy of truth" Albert Einstein
 

"Framerate is just a number" WatchDogs Creative Director
 

 


#4 sleeper

sleeper

    Pointman - 2nd Class

  • Members
  • PipPipPip
  • 863 posts
  • Gender:Male

Posted 25 May 2006 - 10:02 PM

If there is an issue with the command map not working where you just get "out of bounds" beeps then you are missing your shermanlevel (if I remember correctly) you may have also just accidentally grouped it with a room, which it should not be grouped with anything.

#5 =TOL=Wardog1368

=TOL=Wardog1368

    Recruit - 3rd Class

  • Members
  • Pip
  • 33 posts

Posted 25 May 2006 - 11:38 PM

:wall: Damn I thought it was for advanced warfighter for a bit. :wall:

Man I just might as well reinstall Ghost recon.

Edited by =TOL=Wardog1368, 25 May 2006 - 11:39 PM.

Posted Image BRING BACK THE CLASSIC!!!

#6 OSO

OSO

    Pointman - 2nd Class

  • Members
  • PipPipPip
  • 831 posts
  • Gender:Male
  • Location:Chicagoland, IL

Posted 26 May 2006 - 01:44 AM

You can make a map more "AI-friendly" by adding more collidable objects. The .sht file that is generated generates all of the path-points between walls, rocks, etc.

#7 Cuchillo*

Cuchillo*

    Pointman - 3rd Class

  • Banned
  • PipPipPip
  • 613 posts

Posted 26 May 2006 - 03:11 AM

Befroehand thanks ELEMENT11 for the map !!

theres some ground to fix , sound of steps in dif, textures, some colision and levels in the entrance of the first level of the bdg. with Grafiti the transition from steps to first level "sherman ' , in the cave theres "glitches" and some walls of the same texture of cave , under the bdg. of grafiti some trouble when the character steps out from under , you are out o map lost the level .
for now this are the ones We saw didnt have to much time to test, runs smooth.
good map for MP firefights and Close Combat.
cheers
nice map for good firefights
Slow and smooth ,smooth is Fast. Posted Image

#8 gulf01

gulf01

    Scout - 2nd Class

  • Members
  • PipPip
  • 347 posts
  • Gender:Male
  • Location:germany

Posted 26 May 2006 - 03:55 PM

very nice map man do keep up the good work.to all you modders please keep GR1 alive! :thumbsup:

very nice map man do keep up the good work.to all you modders please keep GR1 alive! :thumbsup:(ubi should sell GR1 one back to RSE)
[/URL][/img]Posted Image Posted Image
<a href="http://i73.imagethru...-sig.html"><img src="http://i73.imagethru...73113/ksig.jpg" border="0"></a>
Posted Image
[url=http://i73.imagethrust.com/images/1Z4R/computer-games-and-screenshots/k-sig.html

#9 element11

element11

    Pointman - 1st Class

  • Members
  • PipPipPip
  • 1,431 posts
  • Location:Niagara Falls, Canada

Posted 26 May 2006 - 11:14 PM

Thanks very much for the positive feedback guys, much appreciated.


If there is an issue with the command map not working where you just get "out of bounds" beeps then you are missing your shermanlevel (if I remember correctly) you may have also just accidentally grouped it with a room, which it should not be grouped with anything.


I have the sherman level and it isnt grouped. Ill check and see if i forgot to tag it correctly in the map editor?

You can make a map more "AI-friendly" by adding more collidable objects. The .sht file that is generated generates all of the path-points between walls, rocks, etc.


Ill look into that.

Befroehand thanks ELEMENT11 for the map !!

theres some ground to fix , sound of steps in dif, textures, some colision and levels in the entrance of the first level of the bdg. with Grafiti the transition from steps to first level "sherman ' , in the cave theres "glitches" and some walls of the same texture of cave , under the bdg. of grafiti some trouble when the character steps out from under , you are out o map lost the level .
for now this are the ones We saw didnt have to much time to test, runs smooth.
good map for MP firefights and Close Combat.
cheers
nice map for good firefights


Thanks for the tip, ill definately look at those.
Posted Image Posted Image
element11 Modworks | SWAT v1.2 | The Great War Total Conversion Mod
"Is everybody in? Is everybody in? The celebration is about to begin."

#10 element11

element11

    Pointman - 1st Class

  • Members
  • PipPipPip
  • 1,431 posts
  • Location:Niagara Falls, Canada

Posted 28 May 2006 - 05:02 AM

Do any of you map modders know whats wrong with the command map? I dont know what it is. Its just not aligned properly.
Posted Image Posted Image
element11 Modworks | SWAT v1.2 | The Great War Total Conversion Mod
"Is everybody in? Is everybody in? The celebration is about to begin."

#11 deleyt

deleyt

    Ghost - 2nd Class

  • Members
  • PipPipPipPip
  • 1,960 posts
  • Gender:Male
  • Location:The Netherlands

Posted 28 May 2006 - 09:04 AM

I've looked at the modfiles and there are several small issues going on:
- You've got to set the coordinates of the map's scenecentre in order to make the AI display correctly on the map and also make it possible to give them waypoints. Check your 3dsmfile of the map and locate the scenecentre. Set the correct X and Y coordinates in the environmentfile, that shoudl fix it.
- Some plateaus are not tagged as a floor or have a collisionwall, so you're just walking right through them.
- The floor in the first hut you encounter when coming out of the canyon has an elevated floor that does not have a floortag. I also got stuck trying to get outside again (probably a floortag issue or a collisionwall)
- The canyons have several gaps in the floor where it connects the canyonwall (look left for instance once you come out of the canyon after inserting)
- Just cosmetic: some of the rocks could have a better UVW-map.

It's a nice first map ;)
Posted Image

=WHITE-SKULL VALLEY=
.............................. =TRAINRIDE=


Posted ImagePosted Image

#12 natsanwa

natsanwa

    Pointman - 3rd Class

  • Members
  • PipPipPip
  • 567 posts
  • Gender:Male
  • Location:wales -uk

Posted 28 May 2006 - 03:26 PM

nice element! :thumbsup: i think you deserve a medal. i tried to make a map once.... almost broke me....now i just have to take life..day..by day..

seriously though - top man. rock on.

#13 element11

element11

    Pointman - 1st Class

  • Members
  • PipPipPip
  • 1,431 posts
  • Location:Niagara Falls, Canada

Posted 11 June 2006 - 03:33 AM

The reason there have been no updates is not because i have given up on this map, but because I have been working hard on making a few changes as this map will be featured in centcom. There will be no further versions of this map, but look for it in centcom.
Posted Image Posted Image
element11 Modworks | SWAT v1.2 | The Great War Total Conversion Mod
"Is everybody in? Is everybody in? The celebration is about to begin."

#14 Cuchillo*

Cuchillo*

    Pointman - 3rd Class

  • Banned
  • PipPipPip
  • 613 posts

Posted 11 June 2006 - 03:43 AM

thks for the update Element11

cheers
Slow and smooth ,smooth is Fast. Posted Image

#15 StereoG

StereoG

    Recruit - 1st Class

  • Members
  • Pip
  • 131 posts

Posted 11 June 2006 - 09:29 AM

Nice one bro, looks good. :D

Keep up the good work.

Stereo.
Posted Image




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users