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uhntis

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Recruit - 3rd Class

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  1. those new HH maps look awesome. good job GRIN! (still wondering tho what those coop fixes are in detail?!)
  2. There certainly is something new for COOP players here. The fullscreen crosscom that you speak of is not an adequate observation mode for COOP. It was the only observation device available in the game when it shipped however, so it has been better than nothing. Many COOP players, including myself don't stay around very long to observe after dying as the whole "shaking camera" deal you get with the fullscreen crosscom can make one nauseous, not to mention the fact that on night missions you can't see anything that is going on. The standard observation cam coming in the next patch will finally give COOP players an acceptable way to observe in COOP once they are dead. I only hope that the game devs ensure we can turn on and off nightvision while observing, otherwise we still won't be able to observe much of anything for those COOP night missions. We should also have the ability to zoom in and out while observing. Lastly and this is a given, said observation cam(s) should be available for all game types, both Cooperative and Adversarial game types. according to this: ...there's nothing new for me to coop.
  3. this is already possible since day one. just press "1", "2", "3" to watch the other guys who are still alive... so nothing new for coopers in this patch/mappack
  4. nope. only to google earth or an image (bmp, jpg, tif, png)
  5. .3ds is the old 3dstudio format compatible with max (from max : import --> 3ds) but it looks like you need the pro version of sketchup to export to 3ds...
  6. frontend for atlasgen and bundler would be cool. and a better documentation than the -h would come in handy. looking forward to it (and the documentation on how to add .diesel files into the editor). keep up the good work, GRIN!
  7. now that explains how i ruined my graw installation in my last attempt to use the bundler from the command line
  8. sound and stuff is handled by the textures i think. since you have problems with the textures = wrong or no sound. don't forget to edit the texture_scope.xml in the custom_levels\work_temp\data\levels\custom_levels\[YOURMAPNAME] folder and make it write protected. you have to add the texture set that the landscape uses. if you use gp_mission_06_landscape from mission 6 "ready for bear" add the line <xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/mission06/*)"/> after you did this, export the map again. (you have to do it once in order to get the files into the work_temp folder). to do a quick check i think it's enough to render the lightmaps in draft quality. don't forget to make the texture_scope.xml readable again or delete it, before you work on another map.
  9. This is awesome... is there any way to rotate/move the landscapes or are we stuck with where they show up in the editor? sure. the editor handles the landscape just like any other static-object (middle mouse button to rotate). or you may edit this line in your world_X.xml: <position pos_x="-5250" pos_y="-7250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/>
  10. here's a little guid on how to use landscapes on your custom maps. well you can't create new landscape atm, but you can use the ones available in the missions. first of all: sorry for my bad english... i hope you get the point. if not, ask. i found a total of 5 landscapes you can use. they are not available through the editor in its current state, but you can edit your latest world.xml to spawn them in your map. once you edited your world_x.xml file you need to edit the texture_scope.xml in the work_temp folder in order to get the textures into your bundle-file, set it to write protected and compile the map again. i think this method can also be used to use statics/props that the standard sets from the editor dont let you put into the map. so here's a step by step description on how to implement the terrain from mission 6 "Ready for bear": 1. Open the GRAW Editor, create your new map and save it 2. Go to costum_levels/work/YOURMAPNAME 3. open up world_0.xml (or your latest version of it) 4. find the node <static name="first"> 5. insert the following xml-code <unit name="gp_mission_06_landscape" unit_id="1" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-5250" pos_y="-7250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> if this is your only object on the map, it should now look like this: <worlds> <world name="world" max_id="0" level_name="gp_mission_06_landscape"> <cover name="first"> </cover> <electric name="first"> </electric> <wires name="first"> </wires> <player name="first"> <unit name="ghost_player" vehicle_id="none" mod="OnFoot"> <position pos_x="0" pos_y="0" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> </unit> </player> <sky name="first"> <rotation yaw="0" pitch="0" roll="0"/> <setup sky_name="mp01"/> </sky> <small_static name="first"> </small_static> <sounds name="first"> <sound name="generic1" cue="generic_loop01"> <position pos_x="-28506" pos_y="41271" pos_z="5079"/> </sound> <sound name="generic2" cue="generic_loop02"> <position pos_x="12859" pos_y="-46865" pos_z="5161"/> </sound> <sound name="generic3" cue="generic_loop03"> <position pos_x="52085" pos_y="42165" pos_z="5625"/> </sound> </sounds> <milieus name="first"> </milieus> <static name="first"> <unit name="gp_mission_06_landscape" unit_id="1" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-5250" pos_y="-7250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> </static> <static_addon name="first"> </static_addon> <vehicle name="first"> </vehicle> </world> </worlds> (if you want to cut-and-paste this code, make sure to edit level_name in the world-tag to your own level name) 6. change the unit_id number, if you already have objects in your map, but maybe its best to insert the lendscape first and add everything else after that. 7. fire up the editor, load the map and you will see the landscape as a static object. 8. add statics and props... whatever to your map. 9. export the map; yeah the lightmaps may take long, lower the settings to draft or something to make the process faster. 10. if you open the map in GRAW now, you will notice that most of the texture is checkered. the standard sets the editor offers you uses several texture sets and most of the textures for the terrain isnt included. 11. to include the textures needed for the landscape, find "texture_scope.xml" in the folder "custom_levels\work_temp\data\levels\custom_levels\YOURLEVELNAME". this directory is only available, if you have already compiled the map. 12. add the following code inside the <scope> tag: <xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/mission06/*)"/> your texture_scope.xml should now look something like this: <scope> <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer(/include/common/*)"/> <xi:include href="/data/settings/set_texture_scope_editor.xml#xpointer(/include/industrial/*)"/> <xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/mission06/*)"/> <texture_set name="atlas_mission_specific/mission03_specific/cube" /> <texture_set name="atlas_mission_spec_editor/backdrop_cube_d" /> <texture_set name="atlas_graffiti/atlas_graffiti_001" /> <texture_set name="custom_levels/highway/lightmaps" /> <texture_set name="atlas_props" /> </scope> i know this may add alot of not needed textures. maybe we can figure out later what textures are exactly needed for the landscape static-object... or maybe the GRIN guys can give us a hint 13. now this is important: after you saved the edited texture_scope.xml make it write protected. the editor will overwrite the file if you dont do this. 14. open up the editor again and export the map again. to get good results you may want to set your lightmap rendering-settings acordingly. if you have already rendered the lightmaps at a good quality, you can skip lightmaps rendering at all. the import thing is only to get the edited texture_scope.xml into the bundle. this may also be possible by running bundler.exe from the command line - i didn't figure out how to do it proberly yet. 15. that's all. run GRAW and enjoy the landscape. 16. don't forget to disable write-protection on texture_scope.xml after youre done. if you dont do the file wont get deleted the next time you export a map and will be imported to the wrong bundle file, what may couse several problems. here are all landscapes i found and the xml-code you have to insert into the world.xml: DM05 "Hollow" <unit name="gg_mp_landscape_01" unit_id="1" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-1750" pos_y="1250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> mission04 "Strongpoint" <unit name="gg_mission_04_landscape" unit_id="1" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-250" pos_y="-250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> mission05 "Mayday!Mayday!" <unit name="gp_mission_05_landscape" unit_id="1" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-250" pos_y="-750" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> mission06 "Ready for bear" <unit name="gp_mission_06_landscape" unit_id="1" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-5250" pos_y="-7250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> If you want to use the tunnel in mission06, also add this: <unit name="ind_tunnel_end" unit_id="196" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-750" pos_y="-4250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_road" unit="ind_tunnel_end_road" unit_id="4750"/> </spawn_points> </unit> <unit name="ind_tunnel_segment" unit_id="197" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-1750" pos_y="-4250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4751"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4752"/> <spawn_point object="spawn_road" unit="ind_tunnel_segment_road" unit_id="4753"/> </spawn_points> </unit> <unit name="ind_tunnel_turn" unit_id="198" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-2750" pos_y="-4250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4754"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4755"/> <spawn_point object="spawn_lamp03" unit="ind_tunnel_lamp" unit_id="4756"/> <spawn_point object="spawn_lamp04" unit="ind_tunnel_lamp" unit_id="4757"/> <spawn_point object="spawn_lamp05" unit="ind_tunnel_lamp" unit_id="4758"/> <spawn_point object="spawn_lamp06" unit="ind_tunnel_lamp" unit_id="4759"/> <spawn_point object="spawn_lamp07" unit="ind_tunnel_lamp" unit_id="4760"/> <spawn_point object="spawn_lamp08" unit="ind_tunnel_lamp" unit_id="4761"/> <spawn_point object="spawn_road" unit="ind_tunnel_turn_road" unit_id="4762"/> </spawn_points> </unit> <unit name="ind_tunnel_segment" unit_id="201" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-5250" pos_y="-7250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="90.000862"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4763"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4764"/> <spawn_point object="spawn_road" unit="ind_tunnel_segment_road" unit_id="4765"/> </spawn_points> </unit> <unit name="ind_tunnel_alcove" unit_id="205" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-4750" pos_y="-8750" pos_z="0"/> <rotation yaw="0" pitch="0" roll="-90.000862"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4766"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4767"/> <spawn_point object="spawn_road" unit="ind_tunnel_alcove_road" unit_id="4768"/> </spawn_points> </unit> <unit name="ind_tunnel_segment" unit_id="202" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-5250" pos_y="-9250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="90.000862"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4769"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4770"/> <spawn_point object="spawn_road" unit="ind_tunnel_segment_road" unit_id="4771"/> </spawn_points> </unit> <unit name="ind_tunnel_alcove" unit_id="206" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-4750" pos_y="-10750" pos_z="0"/> <rotation yaw="0" pitch="0" roll="-90.000862"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4772"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4773"/> <spawn_point object="spawn_road" unit="ind_tunnel_alcove_road" unit_id="4774"/> </spawn_points> </unit> <unit name="ind_tunnel_turn" unit_id="199" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-7250" pos_y="-13750" pos_z="0"/> <rotation yaw="0" pitch="0" roll="-179.99998"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="4775"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4776"/> <spawn_point object="spawn_lamp03" unit="ind_tunnel_lamp" unit_id="4777"/> <spawn_point object="spawn_lamp04" unit="ind_tunnel_lamp" unit_id="4778"/> <spawn_point object="spawn_lamp05" unit="ind_tunnel_lamp" unit_id="4779"/> <spawn_point object="spawn_lamp06" unit="ind_tunnel_lamp" unit_id="4780"/> <spawn_point object="spawn_lamp07" unit="ind_tunnel_lamp" unit_id="4781"/> <spawn_point object="spawn_lamp08" unit="ind_tunnel_lamp" unit_id="4782"/> <spawn_point object="spawn_road" unit="ind_tunnel_turn_road" unit_id="4783"/> </spawn_points> </unit> <unit name="ind_tunnel_end" unit_id="180" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-9250" pos_y="-13750" pos_z="0"/> <rotation yaw="0" pitch="0" roll="-179.99998"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_road" unit="ind_tunnel_end_road" unit_id="4784"/> </spawn_points> </unit> <unit name="ind_tunnel_segment" unit_id="207" name_id="none"> <light force_light="false" light_on="false"/> <position pos_x="-7750" pos_y="-13250" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> <spawn_point object="spawn_lamp01" unit="ind_tunnel_lamp" unit_id="5000"/> <spawn_point object="spawn_lamp02" unit="ind_tunnel_lamp" unit_id="4786"/> <spawn_point object="spawn_road" unit="ind_tunnel_segment_road" unit_id="4787"/> </spawn_points> </unit> mission08 "Guardrail IX" <unit name="gg_mission_08_landscape" unit_id="1" name_id="land"> <light force_light="false" light_on="false"/> <position pos_x="12250" pos_y="5750" pos_z="0"/> <rotation yaw="0" pitch="0" roll="0"/> <lightmap scale="1"/> <spawn_points> </spawn_points> </unit> Maybe i will add the textures you have to include for each landscape later, or somone else can figure it out. I also havent tested how playable maps with these terrains are.
  11. there you go check your windows start menue. "Ghost Recon Advanced Warfighter Map Editor" is in the Ubisoft/GRAW folder.
  12. I don't believe you can edit/create terrain within the current build of the map editor... It's not like the Crytek's Level editor... This is more a 'lego' style of building maps... but from what I've read earlier (still have to give it a whirl), it comes with .dle files that can be used for 3DSMAX. yep. looks like its not possible for us atm. see:
  13. check your windows start menue. "Ghost Recon Advanced Warfighter Map Editor" is in the Ubisoft/GRAW folder.
  14. my version (german) says min. 1GB on the box and in the game manual 512 MB, 1024 recommended. weird.
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