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Everything posted by Nutlink
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Did the parts that did not render properly belong to specific groups, ie ghetto, city, historical, etc?
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Are you sure you are using the texture_scope.xml from the patch.bundle file to copy over?
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Vista will have a DX9 version (9.0L or some such). It emulates DX9.0c I think. That will still be an option for games if DX10 is installed, but I imagine it won't let you install DX10 unless you have a DX10 capable card. As such, I don't think they'll force you to buy a DX10 card if you update, but just make it an option. /sidetracking
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Maps on the Moon.....we have the space suits, might as well go all out! Oh, and the Step By Step thing was a reference to a TV show from a while back, although it is true that it's been a while since we've had good directions. At least the tutorials pointed us in the right direction. Besides, Wolfsong is the equivalent of God when it comes to this stuff...you should download his scripting tutorial. Good stuff. Now to get back to some conversions....of sorts....
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Step By Step (haven't seen that in years...) 1. Extract map from quick.bundle/patch.bundle. 2. Change map to how you see fit. If you want a different sky or to move around some items, there will be some changes needed again (noted below). 3. Compile map. 4. Extract map from mymap.bundle. 5. Extract texture_scope.xml from the quick.bundle/patch.bundle for the map you are editing. 6. Copy the texture_scope.xml from the quick.bundle/patch.bundle and paste it over the texture_scope.xml from the map you created. 7. Using the Bundler Tutorial on the General Modding secti
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Unfortunately there is no way to do that Snake. The only you would have to move some maps out of the folder to view them. You can still play on all of them, however. What you could try doing is setting them up in a server file and, since you'd be the admin of the server, just change the map at will.
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Unsure, I'm just opening and editing the stock maps. Also found out you need to change the lightmap path if you want to change the sky to match up, otherwise everything will be too dark or too light compared to the sky.
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@Wolfsong - Ah, I see what you mean now. Yeah, I remember someone from Grin stating that it would be a hard hit in the memory department if all the textures loaded up at once, hence why they were broken into historical, ghetto, city, and industrial. @RavenousNC - It is possible to add textures via the texture_scope.xml from what I understand, but all I needed it for was the map it was meant for, hence unbundling the map, adding in the new (old) texture_scope.xml, and rebundle it. It's the same thing you would do if you just wanted to make simple script changes without re-compiling the map
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what Anti cheat is GRAW2 getting ?
Nutlink replied to bulgy's topic in GR:AW 2 (PC) - General Discussion
Agreed, Punkbuster would be nice. If a crappy port (see R6 Vegas) can have PB, why can't GRAW(2)? -
How would it affect texture memory if it's the same texture_scope.xml that's used for the map normally? I'm just taking a Siege map and converting it to [GR] Coop using all the same files that are used during Siege but with modified zones, sky, and added enemies. EDIT: I haven't looked at your SP files because I would rather focus on [GR] Coop, and to a lesser extent TDM. This was something that Ministry, Johnny Hazard, wck30m and I all had a problem with back in October/November, and none of us found a way around it til now.
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I haven't messed with the editor in about 2 months or so, but I decided to give it a go again because I wanted to create a few maps that had fewer tangos that were dispersed and felt like they had objectives. Unfortunately I have no creativity for placement of objects. People are a different story. So I decided to make an [GR] version of Strongpoint (the Siege/TDM version, not SP). As some of you who have tried this before know there is a problem using the custom terrains that Grin made for some maps. Well, not anymore. I completely forgot that you can unbundle a map, add something to
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Forrester, it seems they are protesting against the "release n patch" policy that Ubisoft is going with. Releasing incomplete games and patching them over months that come (ie all the new Tom Clancy titles...), not over copy protection
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TDM01, TDM02, TDM03 - the map names please
Nutlink replied to Tom_Anger's topic in GR:AW (PC) - General Discussion
Not sure if anyone needs this anymore, but I've been thinking about going back and doing a conversion or two lately and figured I'd update this if anyone needs it while I have the files in front of me. Hamburger Hill hh01 - Com Station hh02 - The Cape hh03 - Hollow hh05 - Shanty town hh06 - Strongpoint Deathmatch dm02 - Industrial dm04 - Suburbs dm05 - Hollow dm08 - Shanty Town dm09 - Avenues Team Deathmatch tdm01 - Shanty Town tdm02 - Warehouses tdm03 - Downtown tdm04 - Avenues tdm05 - Church tdm07 - Com Station tdm08 - Hollow tdm09 - Strongpoint Domination mp01 -
Oops, forgot about that. Yes, you need to do Alpha - Team 1 and Bravo - Team 2. The good thing is is that you do not need to worry about re-rendering the map (when you finish the map remove the checkmark next to lightmaps). This uses the lightmaps from the last time you rendered the map but still updates everything else such as insertion zones, enemy placement (for coop), and things that are otherwise intangible.
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It might also be static build up. Turn off the laptop, remove the battery, plug in the AC, turn back on (if it can, some can and some cannot), shut down laptop, put battery back in, and turn back on. The static builds up from plugging in and unplugging the AC adapter. But chances are it's just drivers. Make sure your touchpad is actually on
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You can drop the sepia filter but you cannot drop the post effects altogether if you want to retain the NV.
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Am I seeing that right? A 13-man team? Oh man, I cannot wait to try this baby out. As long as it's relatively stable, has SADS and an editor at release it should last a long time if this delivers...
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More guns, yay! I cannot wait to see the armory line-up.....
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Yessir, setup 2 zones. Make sure the zones are set to Team 1 and Team 2, respectively. Place a minimum of 16 spawn dummies in EACH zone (this is to make sure nobody spawns in the same spot together causing game issues). If you want to add more than 16 that is fine as well, but make sure none of them are overlapping just to be on the safe side. To make the map darker you would need to create a new sky. It's really not that hard to do, simply a copy and paste of one that's already done, adjust a few variables around, and bundle it with the map, voila! New sky. I'm not sure of any easy t
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Your PC specs please...and how well does it run?
Nutlink replied to BigOlBrain's topic in GR:AW (PC) - General Discussion
CPU: Athlon X2 4800+ GPU: 2x7900GTX in SLI (Driver 93.71) RAM: 4x512MB Corsair ValueSelect HDD: 74GB Raptor (OS) 320GB Seagate (Game Installs) PSU: 700watt OCZ Audio: Creative Labs X-Fi XtremeMusic GRAW Settings: All on high at 1680x1050@60mhz - Average 60+fps, dips into the mid 40's at times of stress. -
Start>All Programs>Ubisoft>Ghost Recon Advanced Warfighter>Map Editor Or if that doesn't work, just add "-o context-editor.xml" (minus the quotes) to a graw.exe shortcut.
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GRAW was good, and the patches showed that Grin was heading in the right direction. I have more faith in them now than I do in the R6 or SC series as it stands at the moment.
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As a side note too, if you do build your own PC it's not like you'll be in the dark. Almost, if not all, parts come with instruction manuals to explain things. The case will tell you how to attach the motherboard and case, the motherboard will tell you how to attach everything else basically. It's not something you need to know everything about because there is always instructions (and they're not nearly as bad as instructions for putting together a bike or computer desk...).
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If you build your own PC chances are you can build a better one than any company can offer you for a cheaper price. What price range are you looking at?