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San

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Everything posted by San

  1. Got 2 things (thanks to Jack57's posts) : - PlayerActorRef = host, so don't use this Ref. - Idle Animations don't work. Use ContinueIf COOP -> AbortPlan.
  2. It's in the level-builder.pdf too.
  3. Maybe the layer is locked. If so copy the layer to a new document, then it should be editable.
  4. Hi guys, i need some clarification : about server-sided mods. I got a gametype that overrides opposing force ATR and KIT's, and the original MIS-files (changed spawn-zones). It doesn't use other files, so if it used on a server it's server-sided ? For people joining will it load these overriden files or will it load the original ones ? Does this count for coop-missions too ? Thanks again !
  5. A new paradise arose !!! What a map. Just to have a walk around here is enough !!! What if you set the clipping plane closer and put a little (or a lot) fog in it, would that help the framerate ? About broken path-links : that need to be fixed, else it's no fun playing this map. I hate it when you go secure a building and the rest of the team covers the frontdoor ! And we need someone who adds all the ambient sounds, and emitters in a mis-file, that would finifh it up. No door-sounds ? That needs to be done in max ? Ok another thing to be fixed...
  6. Some maps from the first release had problems with AI following. The maps are beautiful, I hope this new release has fixed those problems. I've made a MIS-file with all gametype zones so I could play custom gametypes, and then noticed AI doesn't follow (which is useless in my gametype), so I threw the MIS-files away. If it's fixed I can start over again ! If it's not I wont even start. Anyway I saw some new trees in that jungle-map, kinda like Cartel-map trees. Looks good !
  7. Or replace the AT4 with a chicken-launcher
  8. That XM8 really looks nice ! It looks a little like the OICW (what was/is a testing model also). Is it comparable with the OICW (weapon-noob here !) ? Maybe make a GL variant too ! Away with OICW !
  9. It could be that on that map there are 2 levels. And maybe somewhere in the corridor-building (or whatever) it goes from level 1 to level 2. Make sure you're zone is at the right level (the level where you walk). Just an idea (didn't even look at the map !)
  10. If it's for a default map (GR/DS/IT) and you start a new mission-template the zones are already there. Only need to replace them. Check Basic_Igor_Guide.txt (at the bottom) on how to set each gametype zone up. Check if you got all the zones needed. If you miss one, it won't work.
  11. Any screens from this map ?
  12. Planning on making a tutorial Jack? (with all your secrets?)
  13. See you here next week then Argyll ? j/k Good luck to you !
  14. Great, finally the opposing_force going stealth too ! Nice looking AK too ! GJ !
  15. What some light can do ! Looking very good guys !
  16. wrong forum buddy Every mod has a modscont.txt file in the root-folder. In there it has the name of the mod that'll appear in the mod-selection-list in the game. Without that there's no mod If it ain't that... try EL_OSO's Igor for Dummies tutorial.
  17. Have IT ? look on the cd for 3dms-plugins. Read Mike Schell's basic tutorial (on my site) or the level-builder.pdf (also on cd) on how to install the plugins and how to setup 3dsm for GR. The plugins are also on the DS cd, but they're older. Once installed, you can now save as chr/pob/qob/map (YEAHA !)
  18. I never did a character, so excuse me !, but if you have the chr-file (model), you'll need to make an ATR-file with : [ModelName]YOUR_MODEL.chr[/ModelName] Level of Detail-models : [LOD2]YOUR_MODEL_a.chr[/LOD2] [LOD3]YOUR_MODEL_b.chr[/LOD3] Just check a ATR-file from Origmiss for more details. There's also a function in Igor (Character-editor ?) which will make the ATR-file for you (correct?). I never use it, I like to do the typing myself ! Now this ATR-file goes into the actor-folder. Now you can put it on the map in a mission. If you want it to be one of the Ghosts, put i
  19. Maybe a beautiful female model will do the trick !
  20. Could be the kit-files, did you check em ?
  21. I have lots of ideas too, for maps/missions/gametypes etc. But I think 1 map that is put alot of work into it, is better then 10 less beautiful maps. Same for missions. It maybe gets boring to be busy with the same map over and over again, but if you start with a new idea the first map will be forgotten. And then another idea, and another. This way you're stuck with lots of unfinished maps. Anyway screens look good. Keep awake Sleeper
  22. And the maps are from real places too !
  23. Well I like maps alot, so White Skull Valley is looking nice. But couldn't you guys have a break from making new mods ? There are so many, and I still haven't seen them all. Yeah they're on my HD ! It's not doable, I start one campaign, next day a new mod arises.
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