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GRiN_Bumbi

GRIN
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Everything posted by GRiN_Bumbi

  1. Yes, so it seems, but that's also what they want you to belive.
  2. Take it easy out there, and don't try to follow the leads about why and how Bud was killed personally by Ontiveros. The truth might be too much for you to handle
  3. For gameplay reasons the tanks are pretty nerfed, thats why the M240s aren't in there (with huge complaints from the above graphics guy). If he takes notice of the difference in armament between M1A2 and M1A1 he wouldn't have missed 2 guns... Think about how nasty they are right now, then add M240s and increase the rate of fire of the M2 by 10. Ouch.
  4. it happens when you play with your MMORPG right? Now that was funny...lol well actually a bit too true to be funny... Bumbi is playing a wee bit too much Titanquest at the moment and its starting to ANNOY ME! hehe. I'm done with it. I said somewhere here that I would stop last friday and I did. Always keep your promises Do you hear the drums Wille? They are telling you to stop playing "Rome Total War Alexander" because it sucks. Joke of development I tell you! And you others are just jealous that I have such a sexy avatar in my MMORPG
  5. I'm hiding at least half of my head - #5 I do graphics
  6. It's allright, we have all turned godlike handsome by playing a lot of computer games, we can all just go into any club and in seconds pick up a girl or two. pologony law? (Välkommen till Göteborg!!!)
  7. Just poking my head in here to say hello. Missed this thread since I was.... let's say I wan't able to... look at the forums yesterday And yes, I was just in there testing some graphics My head is still quite vulnerable, so please dont' shoot at it today And I know I haven't been playing for a while but I'm getting back to it now. I will stop playing Titan Quest... tomorrow. yeah. Nice shot Postal, I'll see you around
  8. I asked the guy who made them here at GRIN and here is the answer. In GRAW you only approach mexicans in M1A1 tanks while the US forces has M1A2. M1A1 has a gun that can be operated by the commander from within the tank, while M1A2 had a lot of more electronics where the machinery for the cupola machinegun was mounted so therefore the US tanks in GRAW needs a visible gunner.
  9. However, you will loose a lot of fine detail by doing this. Converting a black and white image to a normal map is nothing compared to generating the normal map from a highpoly mesh.
  10. Very good, I just found one thing missing that I can think of. You can select multiple brushes by holding down the ctrl key.
  11. I'd say its not possible at all. But you are welcome to try
  12. Everything you brush is stored in massunit.bin, and you remove by holding down your left mouse button. It uses you selection as a mask so select all tags (ctrl key) if you want a full eraser.
  13. True, but then you could build a smaller or less detailed map with these effects and remove some pressure.
  14. There are a lot of things that you need to do before it shows up in the editor, have you done everything in the tutorial? I would guess that you have given it a bad name, or that you haven't added a new units file. But if you have skipped something else, the game will crash when you try to spawn it.
  15. Of course we are. And if we read this one, we haven't missed that one. But I can't promise or say anything more than what have been said officially.
  16. Oh we don't? I can see coop in three out of six lines... And in this patch you did get 3 more levels to play in coop. That was what was announced. You also got a AI update which is SP/Coop specific. What was sent in the patch was mainly Deathmatch and the Editor and some fixes and some features. That is a lot for one single patch in one and a half month since release. But if you don't want [GR] Co-Op, the editor for [GR] Co-Op and the GRAW Co-Op Improvement... bye bye
  17. Ambient-cubes stores all the light information from the lightmaps, it's generated when the lightmap calculation is complete. Massunit stores all your brushing, not affected by ambient cubes. Thats all I know about them since I'm just an artist. But it seems like it's some kind of basic read error (which could be a corrupted file as you said), not some error in the scripts reading the file. You conuld try to set it to writable, or not writable. Also check if you have any strange things set for the whole folder. Otherwise I can only think of removeing ambient_cubes and recalculate
  18. It's a safety measure that a object can't easily be spawned where another already is since that could create really odd results. However sometimes you want to be able to do that so we included an option to override it by holding down the button a bit longer.
  19. I might be wrong..but I think that all those advanced properties are scripted inside the xml and the editor simply reads it... Exactly. It's a level editor and not a object editor.
  20. Another idea might be a atlas exporter... http://www.ghostrecon.net/forums/index.php?showtopic=36651
  21. Ok. Hints here, not step by step, this will be technical: You might notice that there is a lot of big atlas.dds. This is where the extures are. Inside each folder containing an atlas.dds is a tdb_atlas_set.xml. Here is a line from one of them. <atlas_mapping texture="g_wall_plaster_df" groups="" u_off="0.000244141" v_off="0.249756" u_scale="0.249512" v_scale="0.249512" rotation="0" tiled_u="false" tiled_v="false" orig_name="g_wall_plaster_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> This means that the name of the texture is g_wall_plast
  22. With interactive result, no. But you can modify the latest world.xml, save and press load inside the editor.
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