GRiN_Bumbi
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Everything posted by GRiN_Bumbi
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Hmm. You have a crashlog.txt in you graw folder with some debug info. The latest crash should contain it. Otherwise I can only recommend you to try try it again. If thsi was you first map, try to create a minimal one and see if you can spawn in that one to see if its an error in the workflow.
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Generally props textures and building textures are separate, but in the cases where there is his_ ghe_ ind_ and such they are not and can only be used with thier own set. Otherwise you WILL get checkered textures.
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No If you put it in the bundle the file will be included! In this way you can add new textures, objects, weapons and pretty much everything in the game to a single level. Only limitation is that you can't overwrite any files that are already there, so just use unique names and you'll be fine.
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Answered in that other thread http://www.ghostrecon.net/forums/index.php?showtopic=36463
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graw\support\Editor Known Issues.txt Well, long story short, the props very different units compared to the buildings and considered not parts of the sets. The thought is so that you can use any prop anywhere. But by using the textures from the building set these props don't need more textures but use the ones that are already loaded with the buildings. So what we get is a very cheap prop for the performance but it can only be used with the same buildings. therefore we used a prefix so thet the level editor would know what props belonged to what sets. Since they are not considere
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I think you need to select the props you want to erase. check support\Editor Known Issues.txt to see which set props belong to. But a hint is that if it says shanty_wall then its a shanty prop. And pow if we would do that 90% of the levels would be unplayable since it will overload the texture momory and then everyone would complain, go figure.
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To begin with, some moderator should move this to the modding part of the forum. answers: 1) rightclick while brushing. 2) Do not use other walls than those that are in the set you are using! It's an optimization. 3) Select a different cube and rotate the sky layer. (arrows) 4) Create a domination map with two base zones that are spawing zones for each team, and no other zones. 5 - Again, its a optimization that you only get the stuff from the set you are using, otherwise your texture memory will be overloaded. Good luck with your level!
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GRIN,.. Help Us With Our GOAL!
GRiN_Bumbi replied to BaMBaM's topic in GR:AW (PC) - General Discussion
As jsonedecker said there will probably not be any official mod support. You can't mail us and ask a question and demand that it will be answered. On the other hand many of us here at Grin are interested in helping you mod the game as you might have noticed, and we do that by helping you out in the modding forums on our own time. Also we are writing tutorials to get the less expereinced started, they'll be out as soon as they get ready. So just hang in there and "THE GOAL" could come true -
You could but it will be quite tricky. All textures in every set is put into one large texture to conserve memory. You could extract the textures you need from that texture. This is how you do that. You locate which parts of that texture you need and what name they are (should be in \data\objects\city\props\his_walls\materials.xml) <diffuse_texture file="h_foundation_variations_df"> <bump_normal_texture file="h_foundation_variations_bm"/> crop them out of the texture and resave them as the correct texture name for that texture. Such as h_foundation_variations_df.dds a
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You are right that he's using industrial and that's why shanty houses don't show up. But the shanty houses are of course parts of the shanty set There should be some similar industrial small houses which have basicly the same proportions. The black spots, do they appear in the editor as well?
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Very good work uhntis! Just adding some info: yes you can using the diesel exporter. Exactly how to set up everything do this takes a long time to explain. However, if you could figure this out, adding stuff should not be too difficult. We are hoping to release tutorials on how to do this, but any experienced modder should not have much problems. Don't pm me on this, instead wait for a tutorial. And regarding texture scopes. Here are some hints: Mission 04 is shanty set mission 05 park mission 06 is either park or industrial (not sure) mission 08 is shanty DM05 is shanty
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Why we havent seen any large open area maps yet....
GRiN_Bumbi replied to Lightspeed's topic in GR:AW - Map Modding
There is another thread on this, it's next to this on now, but I'm adding this link in case anyone stumbles into this thread later on. http://www.ghostrecon.net/forums/index.php?showtopic=36541 -
Why we havent seen any large open area maps yet....
GRiN_Bumbi replied to Lightspeed's topic in GR:AW - Map Modding
You are right on, but since we have landscapes in several missions you can see its not impossible to fix these problems. What you do need to do is be clever in your UV-mapping of the texture landscapes so that they blend in. Again, this editor is mainly created for urban maps, but it's absolutely not impossible for you to create landscapes now that you can export new .diesel files. You can absolutely export one single landscape mesh and texture it so that the lightmaps will look good. But doing it by putting out a lot of small units will as you said probably look messy. -
You could do what you're asking for as in adding both texture sets into the game. To do that you need you to unbundle the level. It's in the texture_scope.xml just add the historical textures. <texture_set name="atlas_world/atlas_historical_remade" /> However I would really not recommend doing that since you'll probably double the amount of textures used for the buildings and lower the fps. What you could do is manually repace them in the editor or replace them in the world[highest number].xml. Just search and replace all "his_wall_high" with "cen_wall_high" (just improvising
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http://www.ghostrecon.net/forums/index.php...
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GRAW HUMOR via UBI forums
GRiN_Bumbi replied to Cuchillo*'s topic in GR:AW (PC) - General Discussion
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Yeah, it was really good games! Thanks to you and the other people that were around I'll also say that I really liked your server - it was some of my own first "real" rounds on the 1.16 and it gave me a big hint of GRAWs potential. Playing without tactical points and three rounds on each map in a well filled ranked server whitout abusers was a really nice experience. It gave a sense of competition, teamwork and realism that I haven't found anywhere else yet Not to say that it's the ultimate settings for everyone, just the some of the best for my game style. I would like to find a serve
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Mission Areas in Halo drop
GRiN_Bumbi replied to unwritt3n's topic in GR:AW (PC) - General Discussion
Every mission area is out there of course -
GRIN_Bumbi was on my team
GRiN_Bumbi replied to Scubaman3D's topic in GR:AW (PC) - General Discussion
CkZWarlord: Sorry, I didn't play much FPS online back then, I was still addicted to Starcraft... I more or less beat the game in single player and moved on. The ones I'm speaking about is the ones on the GR1 forum and in the ones in clans. I just assumed that you are mostly GR1 and not GR2 fans Maybe I shall install it again so that you can all kick me around for a while. And I think I shall shoot anyone that follows me from now on! Knowing every building inside and out is my main advantage that I need for the GRIN vs Gr.net match ( I almost thought I had missed it, thanks ZJJ ) An -
GRIN_Bumbi was on my team
GRiN_Bumbi replied to Scubaman3D's topic in GR:AW (PC) - General Discussion
Ah... finally, a thread of my own. Nope, but what I do know is where every good cover and every good hiding place is on every unit in the whole game... Thanks Scuba, It's nice to see people from here on the servers, makes us feel like we have given at least some of you what you wanted. And it's also a kick to shoot someone you know is a well known GR1-player (I have some people left on my list, but I'll find you...). And there is a lot of other devs on the servers as well, but some have chosen not to reveal their true identity. I think they are afraid of meeting an obsessed GRAW -
Actually, I think the only thing proven is that you don't know much about GR's core players and haven't been in these forums long enough to make a statement like that. I do think there is truth in the first statement, I also have the feeling that some GRIN devs, well at least GRIN-Bumbi has more of a CS preference than a background of GR. It seems to me, he is not a 'no spawn' GR player directly...who enjoy the feeling of being careful, stealthy, and acquiring few but sooOOO 'good-feel' kills rather the run'n gun type of game play with lots of spawns, racking kills and deaths up (nothing w
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Favorite all around weapon?
GRiN_Bumbi replied to Blaster's topic in GR:AW (PC) - General Discussion
I like the SCAR H with no mods. Sometimes I get a tactical grip or a scope depending on the situation but the unmodded one is my favourite. But if I were shopping for the perfect sound to kill to I would never get anyhting else than the silenced SCAR L. -
Great! Then finally everyone can be happy
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I have neither made the tracers nor made the decission to implement them so this is just my words as a gamer and not as a maker of the game... They are not realistic but I like them. I know that tracers aren't supposed to be in many of hte firearms in this game and so on. But looking from the gameplay experience, I think they are important. Even if the sound is so good that I often know where my enemies are before I see them, the tracers gives me some extra visible info. When I'm playing I can see where there is a firefight, I can see where my buddy is aiming whitout him telling
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Quick, Clear Query! Shall I buy it?
GRiN_Bumbi replied to bluedust's topic in GR:AW (PC) - General Discussion
Unless we find you first...