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GRiN_Bumbi

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Posts posted by GRiN_Bumbi

  1. 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.

  2. cool, cheers for your help bumbi! do all game developers give this much help to the modding community nowaday?? :D

    No ;)

    just one question: if i added one historical texture to my city set, wouldn't everybody who plays my map have to do the same? or would the "new" texture be stored in the map's bundle?

    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.

  3. Yep same thing here. Spent 3 or 4 days building a map, 3 hours for the rendering and all i got is one hell of a place to play checkers. :) What's sad is I read how people were having problems using different objects from different sets, but since I am stubborn I mixed and matched anyways, cause I thought I was invincible to stuff like that. Guess the editor had the last laugh. PWND!

    First question is: Why would the editor allow you to choose objects that aren't "valid" for the map you're creating?

    Second question: Are the only object that are specific the ones that start with his_, etc?

    graw\support\Editor Known Issues.txt

    Props using prefix “cen_â€, “his_â€, “ind_â€, “ghe_†use textures from the specific building texture sets and should not be used on any other set.

    cen = city, his = historical, ind = industrial, ghe = ghetto/shanty

    Note: The units “obs_wall*†use the city texture set.

    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 considered a part of a set by the editor we can't sort the uncompatible ones out. So the only way to tell what objects are in what set are the prefix, so the user will just have to look at the prefix and know what props can be used in which level. But once you've built a couple of levels this will be second nature to you all.

  4. 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.

  5. I love this map editor... well... aspects of it... lol...

    Here's the good stuff...

    - EXTREMELY EASY TO BUILD A MAP... I learned in under 15 min and I've never used a map editor of any kind before...

    - someone said in another post that they couldn't make inclining roads... you can, you just have to choose the right level in the game to edit - I'll explain this later

    Some stuff I would like some help on if someone would be so kind...

    - How do you erase or delete stuff you've put on with the Props Brush feature

    - why do some skins go all wonky in the rendered map when in the editor they look perfect

    ie. I've used 3 seperate sets of walls from the props set... for some reason these 3 look checkered sorta... as well as some large boulders/rocks I put in... how do I fix this if possible

    - how do I change the lighting in a level - I can't figure it out, the lighting menu doesn't really do all that much as far as I can tell...

    - HOW DO YOU MAKE A TDM MAP as apposed to a DM MAP????

    now to explain what I said I would above.

    When you start the editor it asks you what level you want to use... so you choose a level from the game.... and off you go with a blank slate... however... I believe you only get the objects GRIN used in that level to build yer own level... why they didn't just give you all the objects and such in the game to make yer levels I don't know... so if you want to make a level with inclining streets and such... pick a level in the game that has that stuff.

    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!

  6. 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 ;)

  7. could i not just include a specific prop from another set if i unbundle the bundle? i.e. treat it as a prop that i made in 3dmax and exported?

    really want that historical high wall! otherwise im stuck with that green one :-D

    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 and h_foundation_variations_bm.dds.

    Then you unbundle your file, place these new textures into \data\textures\atlas_world\atlas_city_remade\ then bundle it and they should be loaded when you start the game.

    Thats the only way to do it whitout loading the whole large texture. Since you load both textures (bump and diffuse) you'll end up with 66 megs more on your texture memory, which I would not recommend. If you can extract the textures you'll need it will be much less, but on the other hand quite tricky to do.

    Again, I would recommend that you use those green walls, they have a tint variation that is red if that would help :)

  8. I'm not sure but I believe the shanty objects to be part of the City set. It looks to me that your using the Industrial set so the textures won't show up.

    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 :whistle:

    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?

  9. Very good work uhntis!

    Just adding some info:

    well you can't create new landscape atm

    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

    so just add the textures you need, but on the other hand I think that the editor wont load textures that aren't used. On the other hand, I'm not sure about this so proceed with caution :)

    check for more texture scopes at settings/set_texture_scope.xml

  10. One thing is clear is that when the Lightmaps are rendered across the Static Landmass Objects, they seem to be rendered individually not as one unit, so that although you're laying down big chunks of the same texture, the final render will result in shade variations on the seperate land masses.

    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.

  11. 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 names here, you'll have to find the correct names).

  12. Yeah, it was really good games! Thanks to you and the other people that were around :cheers:

    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 :thumbsup:

    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 server with limited respawns and no points as well, but you can't have everything :)

  13. 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 )

    And hurry up getting that team ready, or these other guys will catch up with us :grin3:

  14. Ah... finally, a thread of my own.

    Keep an eye on him - I'm sure he knows all the game exploits! :P

    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 hater and get SAWed up.

    Come on people! Out of the closet!

    edit: I can't spell. Shoot me, I'm from Sweden.

  15. It's obvious that there are too many BF2/CS fans involved in developing or publishing GRAW. This talk about how wonderful tracers are just proves it.
    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 wrong with either of those, I enjoy both).

    Of course this is pure speculation on my behalf, but GRIN-Bumbi's post surely gives an impression of that...

    The beauty of GRAW is that the game has the potential to offer players both of these preferences of game play through dedicated server tools and customized server settings...(see also my previous post in this thread)

    Nah, CS and BF are not really my cup of tea. I'm mostly into strategy games of all sorts, but I can play a good FPS any day. I can agree that I have not been really into GR or any other Clancy game before GRAW, but I do have played GR1 even if not on the same level as you guys. And even if I haven't been here very long, but I'm still entitled to an opinion, am I not?

    And what I think and feel as a person really proves nothing. I am an single artist and have close to zero impact of the gameplay decissions in this game. I just come to like the gameplay in GRAW, and that the only statement I've made.

    In GRAW, I like a game with limited respawns, 3 or 5 which makes each kill and each death important. And I like fighting in the shanty town low quarters (zone F and G if I think) where its skill in outmanouvering and outwitting the opponent that gives the reward. Knowing that there is another one hunting the hunter really gives satisfaction of the kill. Thats why I don't like snipers, they are no fun since they are in one spot all the time. I want my opponent to try to outmanouver me, because that also makes me respect the player that shot me.

    But if it is a game with unlimited respawns, I'm less careful and more of a run'n gun player.

    As you said, there is a lot of potential in this game to offer different kind of games for different type of players. Some by server settings and some by modding. Thats why I enjoyed making this game and kept playing it when it was "done" ;)

  16. 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 me, and I might spot where there are a camper hiding. And most importantly, I know that my own weapon fires tracers so that every other player might know where I am and where I am shooting.

    That forces me to move and not sit an wait in a spot all day. That makes me careful of shooting since someone might spot me, holding a shot until I know that I will hit. It also gives me the though that I should try to move and get a better angle so that he wont see the tracers if I would miss. So it makes the players move, and contributes to a more dynamic and interesting gameplay.

    20 Snipers sitting on each side of the map just racking up kills from those brave few who play tactical is pretty boring I would say, and it's probably the main reason I stopped playing BF2. I love the kick of knowing that there are 5 enemies in my zone and having to peek around each corner. If you don't force the players to move, those situations would not appear. You have to have some penality for camping, I think excessive tracers is one of the things that does the trick.

    Then I know that there are a lot of reasons to not having them, but I hated them for a long time and now I'm not so sure I would remove them. And since you've already figured out how to mod the game, it should not be too hard to remove them in a mod for those who want it more realistic. But I think you would get surprised how different the gameplay would be.

    Thats what I think, now flame on :rolleyes:

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