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LetsReason

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About LetsReason

  • Birthday 20/06/1969

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  • Location
    Ft. Monroe, VA
  • Interests
    Music, Chess, Computers, Gaming, Women!

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  • Favourite Ghost Recon Mod.
    Like'm all. ;-)

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    http://www.musix4me.com
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    LetsReason

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  1. Okay, maybe the point went away, but I wanted to add my two cents now that I'm in the Army and actually shooting the rounds. Those rounds that tumble only really tumble if they hit a bone. You can hit a guy in the gut and get only minor defraction to the bullet path. You can also shoot straight through the arm or leg if you miss the bone. So...
  2. I have always been keen on missions the revisit real-life scenarios. Something like what our soldiers in Iraq have been facing; what was faced in Vietnam, etc. You know, ya got civilians around everywhere, and outnumbering the bad guyz many times, and ya gotta tell the difference or react when they show themselves. Of course, my New York idea was received with a very mixed-bag of reactions. Also, helicopters for the bad guyz that shoot you and have to be shot down. Incoming artillery on a defensive position. Some ideas off the top of my head. More in the way of making a scene or the action express the hecticness of real life battles. for example, the explosion used in the GR mission from a bomb dropped from a plane (you never saw but heard) that took out a tank when you crossed a zone. That kind of "in your face, can't ignore it" environment. Of course, I realize this might take the Ghosts out of their intended environment of covert type actions, but it has been what I've enjoyed the most in the games.
  3. Suppose I want to make a deep jungle map with tall trees that form a jungle canopy high above. Does it make a difference to the engine if I have 500 trees with 150 types or would it work better to have 500 of the same model/name? Does repeating a single model over and over work more efficiently in the engine than working with many different models? Thanks in advance and, last question, what are some good poly counts to shoot for in trees and also for a complete map like I am describing...mostly open with tens or hundreds of trees? Now that I think about it...I could basically have a single (or small number) of planes with textures for the canopy and have just a few tree branches with a lot of trunks. The canopy above is mostly effect, though should be realistic in its effect in the peripheral with light peeking through at spots. there would be more to the polygons of the foliage at ground level. Since I'm thinking out loud here... " ...would the bushes at ground level that the players work through be made in a similar way as Shiver's tree tut...minus the trunks. Thanks again.
  4. LetsReason

    F15

    Movement. I wanna make them MOVE like airplanes. As of right now...all I can do is have it start at one side of the map hid and after it gets to speed, appear and flight straight. Other than that...it looks like a helicopter if it attempts to change direction in air. When someone finds out how to make it behave like an airplane with "stall" speeds and movement, I would GREATLY appreciate their advice. I look forward to forward progress in this area of tagging/scripting.
  5. Were you using RSB textures IN MAX to texture the objects?
  6. LetsReason

    F15

    I will check with Chems. But I get the impression, it really does just fly like a helicopter. The pictures are not telling eveything in the forum here.
  7. LetsReason

    F15

    Looks good. If you ever get it to move an act like an airplane in GR, PLEASE LET ME KNOW HOW!!! Helicopters...sure. Airplanes that fly like airplanes? Well...hmmpf.
  8. I believe that that was the one I was following. I don't remember the Flash helper point you mentioned. I could be wrong though.
  9. Sorry guyz, I know it was already answered, but I felt like trying to throw a visual together. Maybe it will help the next guy. Here is a basically default 3ds Max 5 screen. If you click that tab, you should see the block on the left of the following picture. Follow the steps in the picture and then select okay to close out. The polygon counter should be on your buttons under that tab from then on.
  10. Well I certainly appreciate it. Best of luck to you on that endeavor.
  11. Hey, thanks Blake. What you've said and that I've tried has worked perfectly. Thanks. My problem is that I don't know what all the tags are or where to find them. I'm thinking that I may appear to be lazy (not having looked around enough) or stupid (cluess when I actually see them). Maybe these are true, but I don't feel like they are. After you mentioned the MuzzleFlashPoint helper, I went and looked at other tutorials and came across the guy from RSE and his had it in there. Thanks again for you help. I will continue to play around and look around.
  12. I was just curious as to whether we can animate our own...er...animations for movements by our characters. Okay, I know we can because I've seen the trailers on Chems work (great job there and salut). HOW does one go about creating their own animations for their character and, more importantly since I can figure out the animation part in 3ds is, how is it linked and commanded in the game and scripting? Any links for infor already out there? Thanks in advance.
  13. I'm curious about the nature of player character commands in Igor or just scripting. Say I wanna make something happen to a player's (anything) when they cross a zone, open a door or any other trigger. Are there commands that deal directly with the player character OR their outfitted team? Not talking about IGOR assigned friendly Platoons & Teams. Talking 'bout da guyz (and gal) in the team setup from the GR UI before starting a mission. Thanks.
  14. I know this sounds odd, but I'm trying to figure work-a-rounds. Does a skin for a character, let's say a member on your team, really have to be human? Can I not make a skin that looks like, let's say, a vehicle and then tag it like a character? I asking if the model has to actually look like a person? My desire/goal is to have vehicles assigned to a team (or as a choice when picking a team) and then you can direct them via the command map in-game. And to be very specific, my CRW-Dragonfly model is an unmanned vehicle in real life (or will be). I wanna be able to see him on my team and direct him to go to certain areas and act as a member of the team, with the abilities unique to an unmanned helicopter. Just thought there might be an untried work-a-round by making the Support character model a tank or helicopter and then manipulate the script from there. Maybe a silly idea, but I'm interested in knowing your experiences.
  15. Okay, I am happy to say that I have successfully gotten my Dragonfly model: 1. Into Ghost Recon 2. Acting like a helicopter 3. Following scripting directions .. Combat ROE .. Speed .. Path .. Cover Now... Any help with these things would be appreciated greatly: 1. Getting the 50 Cal tracers to start at the beginning of the gun barrel. 2. Getting the gun to turn faster so that the gun is actually pointing in the direction of the shots before it actually shoots. 3. Get the blades to turn faster. Current, GR turns the blade without any animation from me in 3ds MAX. Problem is that the speed in which it turns the blade (and they are not regular blades) is not convincing to be realistic. Here is a pic of the Dragonfly model (untextured) in action... Any help is always appreciated.
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