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GRiN_Bumbi

GRIN
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Posts posted by GRiN_Bumbi

  1. It's clear to me why Bud was killed personally by Ontiveros. Gambling debt. Bud had amassed over $170,000 in debt from online casinos and Texas Hold 'Em nights at the local sports bar. Among Bud's bigger debtors was Enrique Ruiz-Diaz, a small-time loan shark from El Paso. When this whole thing went down, Ruiz-Diaz was in MC with his cousin, Paco, from Nicaragua. Turns out Paco was there to deal something BIG to this Ontiveros guy who Enrique instantly recognized as an old =GfH= clanmated from the Strawberry Shortcake:Source days. After roughing-up Ramirez (rank still unclear, though I wonder if he's the same Ramirez who was in [GR]?) and running like HELP from Mitchell's crew, they had a chat to catch up on the good old PWNing days, and the whole Bud thing came out. Ontiveros mentioned he knew the guy from some unheard-of school he went to with him, and a deal for Bud's brains to be splattered (and his wallet picked clean, but you left THAT out fo the video didn't you?!) was struck. Unlike Ontiveros, Ruiz-Diaz lived to carry-on. He went back to El Paso and started drag racing classic Chevy's...

    Yes, so it seems, but that's also what they want you to belive. :grin3:

  2. Tell it, brutha!

    Or maybe the Mexicans were subject to certain budget shortfalls. Perhaps as part of the deal, the US insisted that the Mexicans buy their own 7.62mm ammo for the M240 coax guns. US was just short on it after Operation: Rescue Ernie in Columbia. So having JUST received those tanks, those zany guys and gals South of the border hadn't had time to move the required ammo to Camp Chapultapec. Perhaps why BULLDOG was so anxious to get CPT's Foster and Mitchell over there to secure the tanks. He KNEW we'd get hella-PWNed by the coax...

    I think I need to revisit the GRAWtrix...

    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 :D

  3. CORRECT!

    The original M1 Abrams MBT had the standard Commander's cupole with a mounted M2 Browning .50 calibre machinegun. There were concerns about the TC's safety being visible in the hatch, and hence exposed to enemy fire, shrapnel, and the likes. So in the M1A1 upgrade the TC got a remotely-operated M2. He could operate it independently of the turret from safely within the tank, hatch closed. As stated above, in the M1A2 there was too much other electronic whizzbangery added to the tank for fire control and such, so the remote M2 stuff went out the window.

    FORTUNATELY, it seems GRiN left the coaxial M240 7.62mm machinegun out of the mix with tanks. That thing has a wild rate of fire and is REALLY accurate, using the same sighting system as the main gun. Trust me, with all THREE of those weapons to contend with from a tank, there's no way we'd stand a chance against them unless their ability to spot and zero-in on us from insane distances and around obstacles was reduced significantly. It's enough to have to contend with the main gun's HE rounds and the M2 .50 cal (GRAW's most dreaded weapon)...

    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'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.

    it happens when you play with your MMORPG right? :rofl:

    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. -Athenian' date='Aug 9 2006, 11:54 PM' post='407645']

    As if Germany doesn't like Americans enough already. Just what they need a bunch of crazy Americans driving too fast on the autobahn with guns a blazing out the window with all our warmongering ways since we are all cowboys.

    I don't think the GRIN guys want any competition with the ladies either. :)

    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!!!)

  6. 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 :whistle:

    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 :snipe:

  7. No person operates it bro this you will find in a few missions.

    Its very effective too :)

    In a couple of the help files that are mission related it does say try and avoid direct contact with Tanks. Good advice.

    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.

  8. as it says how do i remove graffiti? ive tried afew things and i cant even find it in the xml file. anyone know?

    ive found it out, if you want to delete this post its ok, but for all those who need it....

    click the use pressure when deleting and use the rightclick to remove.

    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.

  9. ok i got that far , didnt realize i had to EXPORT , as opposed to EXPORT SELECTED ... then the .diesel format will appear in the list .

    so ive gotten my terrain exported , but when i try to place it in the editor , nothing shows up . any help with this would be great .

    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.

  10. Oh boy GRIN is alive!!

    But why don't you take a look in the CO-OP Wish list topic...

    What we want is OPTIONS basically.

    We want to be able to create our own "game" for starters.

    Missions, Firefights, Hold the base, Recon ect.

    More than 4 player Co-op.

    There is a lot more..

    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.

    :shhhh:

  11. This was only a conclusion on the whole thing. It just proves again that UBI/GRIN doesnt give a damn about the co-op community.

    I didnt expect a whole new game whit the patch.. either you love it or you hate it.. I had just wished that they would have made some good Co-op changes.

    Oh we don't?

    Throughout the summer:

    -Team Deathmatch

    -Hamburger Hill Mode

    -Original GR Co-Op Mode

    -Map Editor for TDM, HH, [GR] Co-Op

    -GRAW Co-Op Improvement (Quick Start and Respawn)

    -Dedicated Server pack

    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

  12. 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 :/

  13. Aha ! Didn't know about that one ;-)

    The helipad did indeed 'deploy' while holding the RMB.

    Let's hope I can climb the stairs...

    Thx for all your replies guys !

    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.

    :thumbsup:

  14. 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_plaster_df

    It is offseted on the texture by 0.000244141 in U (horizontal) and 0.249756 in V (vertical) and scaled by 0.249512 (since u and v value for scale is the same). Both these numbers should be transcribed to be 0, 0.25 and 0.25

    Ok. Now since UV space is 1 to 0 and the image is 4096* 4096 and 4096 * 0.25 = 1024. We now have the information we need.

    so position = 0,1024 (uv_offset*texture size)

    scale = 1024*1024 (uv_scale*texture size)

    name = g_wall_plaster_df

    The location to start cropping is at x:0, y:1024 pixels from the upper left corner. A file is always defined with 0,0 in the upper corner.

    Then add the texture size (1024*1024). Since the y direction is pointing downwards (y:0 is in the upper corner) you subtract the y value and add the x value and find the end coordinates of your selection at x:1024 and y:1024.

    Your selection should be from 0,0 to 1024,1024, a 1024 square in the upper left corner.

    So now by opeing the dds, selecting the area specified and cropping it out with the name g_wall_plaster_df.dds you have extracted a texture from the atlas.

    At least thats how I think it works :)

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