BQ-Phantom
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Posts posted by BQ-Phantom
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in 3dsmax after some trial and error i found that to texture your terrain, add the diffuse texture to a slot in the material editor ( the one with the balls).
then..click on the arrow under and to the right of the balls that is the "go to parent"(Here is a screenshot) click on it until you back to the place you added the diffuse texture. probably half way down the material editor, there's a slot with a "+" that is named "maps" click on the "+" (see a screen of it here)and go down to where it has a slot for bump. this is where you add the bump map that is the sister to the diffuse texture.
diffuse texture: jua_grass_xy_df (Diffuse)
bump map texture : jua_grass_xy_bm (bump map) I set this bump map to about 30 and no more
apply this to your terrain and you got it going on! next add a UVW map modifier or unwrap UVW depending on what you need to get the texture right.
just a quick help on it.

Thanks man!
that helps alot, maybe you can also help me with the next one?
How do the UVW Unwrap works? ( I searching at google, but i can't realy find something.
Thanks again.
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Ok man, thanks for that.
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Bump.. Sorry for that but i would like to know where to place these files in graw 2
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Hey All,
I been moddeling some new custom landscapes for graw 2, but i can't realy get them in game.
Can someone tell me what files need to be placed were into the dir... of graw 2, I think i been putting files in the wrong dir... or maybe missing some filers.
Thanks so far.
Right now I can only tell you to look at how the original landscapes are setup. Where they are located they have the diesel file, an XML file linked to it and an materials.xml file defining it's shaders. Besides that it needs an entry in a U_*.xml file. You can create a new one in the same folder where u_lanscapes.xml is found and copy how an entry inside it is setup into your new file.
I'll try to help out more once I've solved all the stuff I've collected during the weekend.
Now i know what i been missing: u_lanscapes.xml ....
Can you tell me in what directory of graw 2 i have to place the data directory and that stuff?
Is it in mods, custom level or local?
thanks for the reply wolf!
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Hey All,
I been moddeling some new custom landscapes for graw 2, but i can't realy get them in game.
Can someone tell me what files need to be placed were into the dir... of graw 2, I think i been putting files in the wrong dir... or maybe missing some filers.
Thanks so far.
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Same here!! whoehoee
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Like the title says. Can anyone (GRiN etc.) confirm that there will be a demo released for GRAW 2? I am looking forward to the game but would prefer to see a demo before buying.
Yeah indeed, i would like to see a demo to before buying it.
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have you uv mapped your terrain before doing this?
sounds like you forgot to uv map it.. 
Yes you are right, i forgot. Sorry
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anyone know a way to fix it? please.
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Hey guys,
I am working on a custom landscape with the grin tutorial, but when i create a new landscape and i try to add the mixed texture (Multy/Sub Object ) the texture will be strecht ( spread out ) and it will not look nice then.
Also when i just add a single texture to it it does the same.
I hope im clear anough if not please let me know.
Thanks for your help.
Phantom
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Thanks mate, i m working hard to get it done this weekend. ( It should be done last weekend but i didnt make it.
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Do I have to render lightmaps for each gametype when using the same map?
Example: Grim Compound DM "Copy"
Example: Grim Compound DM "Paste & Rename" Grim Compound HH
From this point Can I just export or do I realy have to render lightmaps again?
Another question, I noticed some changes can be made to a map without rendering
the lightmaps again. Zones, respawns, building text, etc...
Can you make this a little more clear? I'm assuming anything that dont have a texture.
I never rendered lightmaps when i changed the game type.( And it always worked
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Can someone please add/upload/sent some screenshots of creeckbed please, i dont have the old gr installed anymore and i cant find the disks
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All content is new inclusive the terrain.
Sorry about the screenshots, they will be posted a bit later.
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Hey guys,
This week i will release a remake of creeckbed, screenshots will be added tonight!
Best Regards,
Phantom

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Problem fixed, it was a texture issue.
Thanks for the reply's anyway.
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I made the changes you sad but i keep falling tryough it, i also can walk trough the walls i made. What i did is the following: I made walls and a floor in 3DS putted a texture on it, linked everything to the root_point and then i added it to "PROPS" in graw ( Maybe its because its on object and its located in props ? ) Thanks sofar This is my model.xml fileYou need to put the object inside a body, like this:
<body name="groundplane" editable="true" template="static_ground"> <object name="root_point"/> <object name="name_of_your_mesh" collision_type="mesh_mopp" material="stone"/> </body>
If the object is a box you should change the collision_type to "box" instead of "mesh_mopp". Good luck!<?xml version="1.0" encoding="iso-8859-1"?> <dynamic_object xmlns:xi="x"> <diesel file="/data/objects/props/house/house.diesel" materials="/data/objects/props/house/materials.xml" orientation_object="root_point"/> <lightmap> <object name="box01" width="64" height="64"/> <object name="box02" width="64" height="64"/> <object name="box03" width="64" height="64"/> <object name="box04" width="64" height="64"/> <object name="box05" width="64" height="64"/> <object name="box06" width="64" height="64"/> <object name="box07" width="64" height="64"/> <object name="box08" width="64" height="64"/> <object name="box09" width="64" height="64"/> <object name="box13" width="64" height="64"/> <object name="box15" width="64" height="64"/> <object name="box19" width="64" height="64"/> <object name="geosphere02" width="64" height="64"/> <object name="plane01" width="64" height="64"/> <object name="plane02" width="64" height="64"/> <object name="plane03" width="64" height="64"/> </lightmap> <decal_surfaces static="true"> <ds_mesh object="box01" material="stone"/> <ds_mesh object="box02" material="stone"/> <ds_mesh object="box03" material="stone"/> <ds_mesh object="box04" material="stone"/> <ds_mesh object="box05" material="stone"/> <ds_mesh object="box06" material="stone"/> <ds_mesh object="box07" material="stone"/> <ds_mesh object="box08" material="stone"/> <ds_mesh object="box09" material="stone"/> <ds_mesh object="box13" material="stone"/> <ds_mesh object="box15" material="stone"/> <ds_mesh object="box19" material="stone"/> <ds_mesh object="geosphere02" material="stone"/> <ds_mesh object="plane01" material="stone"/> <ds_mesh object="plane02" material="stone"/> <ds_mesh object="plane03" material="stone"/> </decal_surfaces> <!-- COLLISION also this is how you write comments...!--> <body editable="true" name="house" tag="stone" template="static"> <object name="root_point"/> <object collision_type="box" hidden="false" material="stone" name="box01"/> <object collision_type="box" hidden="false" material="stone" name="box02"/> <object collision_type="box" hidden="false" material="stone" name="box03"/> <object collision_type="box" hidden="false" material="stone" name="box04"/> <object collision_type="box" hidden="false" material="stone" name="box05"/> <object collision_type="box" hidden="false" material="stone" name="box06"/> <object collision_type="box" hidden="false" material="stone" name="box07"/> <object collision_type="box" hidden="false" material="stone" name="box08"/> <object collision_type="box" hidden="false" material="stone" name="box09"/> <object collision_type="box" hidden="false" material="stone" name="box13"/> <object collision_type="box" hidden="false" material="stone" name="box15"/> <object collision_type="box" hidden="false" material="stone" name="box19"/> <object collision_type="mesh_mopp" hidden="false" material="stone" name="geosphere02"/> <object collision_type="box" hidden="false" material="stone" name="plane01"/> <object collision_type="box" hidden="false" material="stone" name="plane02"/> <object collision_type="box" hidden="false" material="stone" name="plane03"/> </body> </dynamic_object>
This is my material.xml file:<materials> <material name="house" src="diffuse_lightmap"> <diffuse_texture file="house_df"/> </material> </materials>
Regards,
Phantom
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When i spawn in game on the prop, i just fall trough it.
So that means that i cant walk on it.
Sorry for the minimum information posted

Best Regards,
Phantom
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Hey guys,
I builded a model in 3ds 7, out of 1 box and 1 plane...... I linked everything to the root point.
i created all xml's like they sayed in the tut.
What happens when i add the model in the graw:editor and a spawn dummy id the following:
When i spawn i fall trough everything in a black hole.
Anyone know the problem or a way to fix it?
Regards,

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"digitaly´s hotline, how may I help you?"

maybe I should start a new business

lol, yes you should.
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NVM - Already fixed.... Thanks for the help!!
Phantom
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I had the same problem, Re-installed graw and patches and now its working fine.
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NVM - Already fixed.... Thanks for the help!!
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I need your max hierarchy links too... but if you have only one mesh (called gfx_wall4) in your max scene, the xml seems to be ok
No i have more meshes, i already tryed naming them the same but then the bundle extractor gives a error about multyply names.
So if i have 3 meshes named: gfx_wall1 , gfx_wall2 , gfx_roof
What do i have to add to the model.xml then?"
thanks,
Phantom
Somethng wrong with light
in GR:AW 2 - Map Modding
Posted
Hey all,
I been making a level and builded the lightmaps, Everything is showing up cool in the editor.
But when i look in game only the things i placed in there have a texture but the bunker dousnt have textures.
Here are some of my xml's
Texture Scope
World info Unit List Mission.xml I got the following lightmaps: 1_catwalk.tga 1_ind_mission10_bunker_01.tga 1_ind_mission10_bunker_02.tga 1_ind_mission10_bunker_03.tga 1_rail.tga 1_silo_room.tga 2_ind_wall_concrete_3m.tga 3_ind_wall_concrete_3m.tga 9_ind_wall_concrete_18m.tga Lighmap_positions.Thanks so far!