GRiN_Bumbi
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Everything posted by GRiN_Bumbi
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Np. I made the script to do spare myself some hours, I might as well share it so that others can do the same
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here you go: macroScript Move_to_z category:"Grin tools" ( fn g_filter o = superclassof o == Geometryclass fn find_intersection z_node node_to_z = ( local testRay = ray node_to_z.pos [0,0,-1] local nodeMaxZ = z_node.max.z testRay.pos.z = nodeMaxZ + 0.0001 * abs nodeMaxZ intersectRay z_node testRay ) if selection.count > 0 then ( target_mesh = pickObject message:"Pick Target Surface:" filter:g_filter if isValidNode target_mesh then ( undo "MoveToSurface" on ( not_moved = #() for i in selection do ( int_point = find_intersection target_mesh i
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What are the size maps people are making?
GRiN_Bumbi replied to -Corax-'s topic in GR:AW - Map Modding
Well there is no actual limitaions in size. The playable area in most SP missions are within 700*700 m and then spawns in a 10000*10000 m big backdrop. What matters is how much objects and houses you use. whenever you crash there is a crash message that might help you determine what caused it. Whitout it and a description what you did it's very hard to know what is wrong. -
I'm quite sure it was this: Some units do not have collision, and can not be removed from within the editor. The level designer will have to delete them from the world.xml file. Ex: “marine_corpse_on_backâ€, “marine_corpse_against_wallâ€
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When reading error messages, the first line after crash message is important. it says what file and at what line the game crashed. "data\levels\custom_levels\blackhawk_down\blackhawk_down.xml (59): Expected identifier" This says that you have a error in blackhawk_down.xml on line 59, if that is your whole xml file, you have missed to end the script data tag. begin by adding a </script_data> to the end of the file.
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You mean the realtime shadows are calculated from that source aswell? Or is it just the appearance of a sun in the sky? Sorry, a bit unspecific. When calculating lightmaps, the light cube decides the lighting Sorry about that. Ingame there is a lightsource at the sun of course, and post effects to enhance the mood.
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If you go to the sky layer you can move the sphere by pressing your arrow keys left and right, and the easiest way to get high noon effect is to choose the light cube from mission 02 or 03, 08 or 09 which are day missions. The light cube decides the lighing, not the post effects. i think it will be aligned to the rotation of the sky layer.
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It's no hidden or unlockable content or anything, just a mission that was suggested but later scrapped from all versions. But since we had already named and started creating the later missions we kept the names of them to avoid bugs, otherwise mission08 would have been named mission 07.
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I know that feeling Good job The bullet is for mags that have bullets left. If you look at empty mags the bullet is gone, on halfempty and full mags you see the next bullet. It's seen in mags on hte ground and when reloading. As there are max objects named body01 and body02 its a bit confusing. The tag makes bodies, the names of the objects is not important - to clarify: The body01 and body02 are just objects names in max called body01 and body02 that form the mags collision. Since they are both specified whithin the main_body tag they act as only one body.
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I suppose it is like this. As tga is a four channel format, when the map is rendered into the file it writes in all channels. Now if you did want a mask - say that you did a map like the severs map in the bda-pack, the alpha would already contain that mask so that you could paint everything else black. If you don't want the mask it's quite easy to remove. On the other hand, it seems like that's not what's causing this since a tga with no alpha still doesn't render. I'll ask the programmers what is actually causing this and see if there is a solution. Another thing to try. Try to ra
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I can't then (hope you didn't change it because of us ) But still, I think some other grin people will be there But why not have a monthly bash? Easier to plan according to then
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Hmm. No, it should not matter how you get the alpha channel white...might be some other thing. Try this if you use photoshop - when you save the .tga , uncheck the alpha channels checkbox. That should save the file as RGB, not RGBA and thus directx should consider the alpha as 100% solid.
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You are right, but a bit off Tga also supports a alpha channel RGBA, which is used by directX as transparancy. Black is transparent, White is solid. Therfore you'll see the colour of the graw UI though black areas of the alpha channel from the .tga. What you need to do is open it in a image editor that you can edit the alpha channel in (as Photoshop or gimp) and colour the whole alpha channel 100% white. This does not affect the RGB colours in any way, it's a separate 8 bit channel
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Then it is the alpha that makes it. The alpha is a mask, and Directx reads it directly as transparancy... In photoshop, goto channels, select the alpha channel only, the fill it with 100% white. Save it and it should work fine.
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Constructive! A wee bit better description than falling through a black hole would be nice. It crashes when you spawn the object? It crashes when you spawn inside the editor? You can't stand on the object? I don't understand.
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Just a idea - not sure if it works. Take a look at the alphachannel of the tga and make all white.
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object_name="gfx_body_loda" is always the name of a object in the max scene - what follows in the same tag is the properties you want to give the object in the Deisel engine. graphic groups are for LODing (Level of detail) objects - so that the engine knows what objects are in the LOD.
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I knew there was something! I'll be around afterwards though - if Ulf still remebers I wanted one of the tickets. Sorry guys :(
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soudns like agreat diea would be fun to take them dwon hehehe @ willie (yes im tired and stupid thing seem funny ) how about 21.00 UTC? That would be early morning next day for australia and midday US.... right? Russia/china/japan will have to be up late, but then again - that's the period of the day where your gaming skills are at maximum or maybe even later so that I can get som performance altering liquids into my blood before the match
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Great initiative Angel. I'll negotiate with the headquarters, but I'll do my best to be there for you guys. I hope we put up multiple servers so that everyone can join in... not that there is more than 7 people playing this game according to some sources
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Have had them for a while but played them yeasterday. Great maps, I like what you have done with the sever parts!
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Rome Total War is good, Barabarian Invasion is also nice, but Alexander is not And Evil Genius was a fun game, I liked to torture people with the lab stuff And all work and no play makes Jack a dull boy
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Load up the map you want to use, select post effects from a night mission (5 or 11) and hit export. Haven't tried this, but it should work
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Come on, drop the pride admit that you did buy it at full price Anyways, I'll be on the servers if you want to reply to this joke with a lethal shot, see you there
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Man. What to say? It's always nice to see someone that has good perspective on life and it's inspiring to hear that you have such a positive thinking even through the difficulties you have. I sincerely hope you do get better... ...and you can shoot me anytime if it helps