Jump to content

AJ59

GR.net Supporter
  • Posts

    449
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by AJ59

  1. I already did all that. Except I didn't set it to blow, but "do_nothing". I do not want a big explosion. Looking for something stealthy. But might have to resort to the C-4 if I can't think of anything else. It truely stinks having so many limitations with this game. What happened to Ghost Recon: "Press X to open"
  2. Unfortunately, the choice is either C-4 or EMP for attaching something. I'll try it with C-4... but I think the entire building would be gone. ************* Looks like I can have it not explode.. but just open. Isn't there a way to make a small explosion? Like with the mine? Can that be placed inside a wall near lock level? Crap. The C-4 does not move with the door and it keeps beeping after the door opens. Back to plan B. Whatever that is.
  3. Psst.... Did you see earlier in the thread that the door can be opened with a script command? If you can blow it up... rather than be gone it will just open.
  4. No... not that. Just how hard should a GRAW2 coop_mission be?? The obvious answer is, "hard enough to be challenging but not so hard as to not be winnable." Such missions can be made difficult in two ways: 1. lots of bad guys... that can result in lots of lag. 2. objectives that are harder to meet because you have to figure out how to get to the enemy to neutralise him. I am tending to lean towards the second for a few reasons. First, this game isn't supposed to be a "run and gun" game. With lots of enemies running amok it can cause a lot of lag and even so the game starts to get sorta flaky. Second, part of the allure of mission making is trying to make something that is challenging without wondering if it will cause lag.
  5. The are ambient dummies. They set the light point for that area when generating the light map. You can put them in dark places, like inside buildings to brighten the place up a bit. Hopefully someone else can give a more detailed explanation. Ambient dummies again...see point 2. Sorry to be so dense... but what about making it darker inside a building?? I am trying to make the inside of a building very dark... there are no ambient dummies in it... except when I am in there checking the position for the guard.
  6. Just what file format do you get from Camtasia? I would rather not use any software that only works for 30 days. There must be something available that can convert the video from the FRAPS output ( .mov??) to .. ah.. what?
  7. Holy crap that's a huge list!! I will start on a section for "Adding or placing units in the Editor" which isn't even on the list but is a huge pain for some things. If I wish to upload some images, how do I do that? I see the "Upload Files" button.. how do you link them in the code? AJ
  8. I am attempting to make use of this and have discovered a strange aspect of this unit. When you place it in the Editor, it looks fine in the Editor as far as the texture goes. But when testing the mission, the door shows no texture at all unlike everything else. It's just a milk chocolate brown. At LEAST it could be dark chocolate! Update: Woo hoo!! The door does open!! I used the code at the top of this thread and set it to trigger with a basic UnitInLocation trigger and it opens!! Had I been standing closer it would have knocked my down as it opened to the outside. I'll have to reverse the position as I would rather have it open to the inside. Now the question is, can this some how be made attachable? Obviously one could set it to open by completing some other objective... but some sort of "Press X To Open" would be nice too... or even better yet "Enter unlock code"... or perhaps.. ... a surprise!
  9. Happy New Year, y'all!! May your Editor not crash... your maps not lag... and your retirement plan not disappear!!
  10. I asked this initially on GRAW2 forum but as I didn't get a response would try over here since I believe the Editor is the same. ******************* The tutorial for the Editor doesn't explain about changing colors or tints of things like walls. There is a button for tint which then brings up another window and a palette but I can't seem to make any changes. Does anyone know you to use this?
  11. If you make changes to the large objects on the map you'll need to regen. the lightmap (ie. removing a building). Best avoided as it will take a LOOOONG time (ie. go to sleep). If you are just placing walls, cars etc. i do not bother with it. Dav. Tried this last night prior to going to bed and the Editor crashed with an "out of memory" message. Have 3GB of RAM... so guess I won't be generating any light maps.
  12. Thanks! Now I understand a lot more than I could glean from the pdf tutorials.
  13. Hold the Tab key to show the grid. Shift G makes the grid smaller and g makes it larger again. But I never thought about editing the position in mission.xml This is why each unit should be named if they will be edited in such a way. Of course if a wall is along a diagonal, you'll need some complex trigonometry to figure it out. Btw.. I once read of a way to "show" the current x,y,z position.. but can't find it again. Anyone remember?
  14. Turns out that using the scroll to increase or decrease the movement in the Editor in Free Fly Mode (FFM) does NOT help at all if you are trying to rotate an object about an axis with the arrow keys. Very often it is virtually impossible to get two objects to line up together perfectly because of keyboard repeat. Well the solution is very simple. Going to the Windows Control Panel and adjust the settings for the keyboard... the repeat delay and repeat speed. This makes it easy to rotate much slower. Edit: I'm a liar. It seems to slow it a bit.. but not much. The game settings seem to override it. Since the only way to move an object is with the Mouse (button 4), the solution is to switch it to "grid" snap mode, reduce the size of the grid (seen by holding down Tab) to get it as small as you like and then when you drag the object it will move in grid increments. It still takes a lot of control and is difficult using mouse button 4. I find it easier to just use two hands. One holds the mouse and button 4 down, the other moves the mouse around. It would be sooo dang nice if once an object is selected, you could press another series of keys, like Alt, and the arrow keys to move an object along any axis. You can move up and down with Ctrl UpArrow or Ctrl DownArrow.
  15. This is one of the mysteries of modding this game that I have been wondering about in my mind and also in a few questions I have asked. Maybe I should also post over on the GRAW1 forum... which is sorta like an alternate parallel universe for me. A few days ago I was attempting to change the "tint" of some objects within the Editor, specifically one of the concrete wall units and a brick wall unit. I was never able to get it to work for some reason, that is.. the color would not change nor did it appear to save anything. But, I noticed the next day when browsing the game files and directories that there were some new directories and files produced: /data/objects/world/city/props/cit_wall_concrete/materials_dyn.xml <materials> <xi:include href="/data/settings/palett.xml#xpointer(/include/city_colors/*)"/> <!-- Generated materials from Sketchup --> <!-- Group: General --> <material name="con_wall" src="bump" decal_material="concrete"> <diffuse_texture file="c_wall_concrete_df"/> <bump_normal_texture file="c_wall_concrete_bm"/> </material> <material name="damage" src="bump" decal_material="stone"> <diffuse_texture file="c_damage_df"/> <bump_normal_texture file="c_damage_bm"/> </material> <material name="con_wall_inst" src="bump_instanced" decal_material="concrete"> <diffuse_texture file="c_wall_concrete_df"/> <bump_normal_texture file="c_wall_concrete_bm"/> </material> <material name="damage_inst" src="bump_instanced" decal_material="stone"> <diffuse_texture file="c_damage_df"/> <bump_normal_texture file="c_damage_bm"/> </material> <!-- End Sketchup --> <material name="cit_wall_concrete_3m_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_3m"/> </material> <material name="cit_wall_concrete_3m_end_01_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_3m_end_01"/> </material> <material name="cit_wall_concrete_3m_end_02_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_3m_end_02"/> </material> <material name="cit_wall_concrete_3m_hole_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_4m_hole"/> </material> <material name="cit_wall_concrete_3m_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_3m_low"/> </material> <material name="cit_wall_concrete_6m_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_6m"/> </material> <material name="cit_wall_concrete_6m_destr_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_6m_destr"/> </material> <material name="cit_wall_concrete_6m_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_6m_low"/> </material> <material name="cit_wall_concrete_18m_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_18m"/> </material> <material name="cit_wall_concrete_18m_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_18m_low"/> </material> <material name="cit_wall_concrete_cover_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_concrete_cover"/> </material> <material name="cit_wall_pillar_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_pillar"/> </material> <material name="cit_wall_pillar_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="cit_wall_pillar_low"/> </material> </materials> [/code] /data/objects/world/industrial/props/ind_wall_bricks/materials [code] <materials> <xi:include href="/data/settings/palett.xml#xpointer(/include/city_colors/*)"/> <!-- Generated materials from Sketchup --> <!-- Group: General --> <material name="br_wall" src="bump_lightmap" decal_material="stone"> <diffuse_texture file="i_wall_bricks_df"/> <bump_normal_texture file="i_wall_bricks_bm"/> </material> <material name="list_rail" src="bump_lightmap" decal_material="concrete"> <diffuse_texture file="i_list_rails_df"/> <bump_normal_texture file="i_list_rails_bm"/> </material> <!-- End Sketchup --> <material name="ind_wall_brick_3m_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="ind_wall_brick_3m"/> </material> <material name="ind_wall_brick_3m_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="ind_wall_brick_3m_low"/> </material> <material name="ind_wall_brick_6m_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="ind_wall_brick_6m"/> </material> <material name="ind_wall_brick_6m_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="ind_wall_brick_6m_low"/> </material> <material name="ind_wall_brick_18m_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="ind_wall_brick_18m"/> </material> <material name="ind_wall_brick_18m_low_sil" src="silhouette_diffuse" decal_material="concrete"> <diffuse_texture file="ind_wall_brick_18m_low"/> </material> </materials> Obviously these files (and I assume any others that might be created for any custom objects... like maybe new textures or other files that might be associated with any custom models can not be included in the bundle for the custom_level. But might not it work if these files were somehow installed along with the bundle file? It wouldn't be terribly difficult to write a batch file to copy the files into the desired location. Forgive me if this is a dumb question and I would not be surprised if it is NOT possible. And no.. I can't test it since I don't really have any custom objects available. But it can't hurt to ask.
  16. 1. How important are the following procedures? Cover Point Generation? Cubemap Generation? Lightmap Generation? Silhoulette Generation? In this case I started with one of the game maps so I suspect most of these are already there. But I also suspect some need to be redone depending on the changes I make to the map objects. 2. What do all those yellow things do in the game? 3. How can I control the amount of light or dark inside a building? Close off windows or block them with trees, etc.. then redo the Cubemap and Lightmaps? 4. Trying to move objects or units around with the mouse can be extremely frustrating. Besides the Ctrl UpArrow or Ctrl DnArrow... are there any more? That's it for now! Would UBI sue us if we copied the Tutorials into the Wiki and then added more information to it?
  17. I wondered where that stuff was hosted.. or "wiki'd" No... it isn't a problem. But it is good to know that what I post there will not be private. Is it possible to set up a "private" temp wiki? Not that I have anything to hide...
  18. I think that I will try to make use of this in my current project.
  19. Don't have any pics handy. But the question I have is, if you open up a particular map in the Editor, and then look at all the items in the various Dynamic and Static layers, is that ALL there is? Or are there other items elsewhere available somewhere else in the game that I just need to import/copy from another location? I'll take a look at that thread. Thanks.
  20. Well at the moment I am basically stopped with my mission creation. After sorta taking a step back and trying to access the mission I am creating I realized I didn't really like what I was creating due to the limitations of the map (M06... I think... aka "water treatment plant"). I don't really want to just start over on a different map... because I would still be in the same situation: Not happy with the static units. GRAW2 has a wide variety of shanty town buildings.. houses.. huts... or whatever. Some more bunkers, pill boxes... etc.... are needed. Using the same concrete wall or brick wall to build things produces something that looks bad. And right now the bug to do this has bitten me. I have even given some thought to using 3DS Max to create some new units. And while I suspect that it isn't all that hard to do, I have questions about things like how do I get it into the game? Will it work for everyone else? What kind of limitations must I know... etc. Am I limited to the textures that are already in the game? If adding new textures to a map, what should I know? Is there a limit to the number of textures? Oh... I think I remember that there are some tutorials around here somewhere.... will go snoop about a bit. And yes... can some Moderator PLEASE move this to the Map Modding sub-forum?
  21. Considering the number of responses over there... it looks like it is "PFM" to everyone. Pure Freaking Magic.....
  22. About the screen resolution... I normally use a 22 inch widescreen for gameplay and the Editor. Should I connect a smaller monitor for making such a video.. though I guess I could set the game/editor to run in a "window" vice "full screen".
  23. If you go to look something up on the internet and find yourself trying to use the a,w,d, and s keys to move around the browser!!
×
×
  • Create New...