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San

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Posts posted by San

  1. WinZip has a utility that makes the zip a self-executable zip-file (EXE).

    Same as for WinRar and WinAce.

    Good thing is you can still open the EXE's in WinZip to extract mannually. You can see where they will go, or select only a part to be extracted. No Windows-registries !

  2. Spanish UOE- Language class

    Today: BAD WORDS USED FLUENTLY IN MADRID, SEVILLA, ZARAGOZA...and all the spanish territory (even Ceuta and Melilla!!)

    JODER!! = F-U-C-K!!

    MIERDA!! = S-H-I-T!!

    Thank you, those will help alot when I'm in Spain for holidays.

    I will be polite/respectfull and use them as much as I can !

    :lol:

  3. I don't know about SOAF (don't have it, only played the demo once, people still play that game ?, I guess so).

    For GR anyway you'll need 12 Assault Platoon zones (0a-c, 1a-c, 2a-c, 3a-c).

    They only need checkboxes for platoons 0,1 and 2 (not 3).

    Also there are 36 Map Points (0-35).

    Have a look at Basic_Igor_Guide.txt (from cd). At the bottom there's a part that explains gametypes.

  4. Detailed texture applied :

    screenshot10_small.jpg

    screenshot11_small.jpg

    screenshot13_small.jpg

    Looks just like m01_caves map !

    Now I'm trying to make my own basetexture :

    screenshot23_small.jpg

    screenshot24_small.jpg

    screenshot27_small.jpg

    screenshot30_small.jpg

    Purple = heath (we call it heide). It's a plant with a purple colour.

    Gonna make a model for it too.

    Green = grass, but needs more shades of green

    White = sand, gonna try to use a different detail-texture for it.

    The black lines are from the detail-texture, maybe use something else (seen one that is used on alot of RSE maps).

    Also gonna make roads (sandpaths) this way (with colors on basetexture). Then apply a different detail-texture on it, and surface properties...

    Will dynamic grass grow on the roads too ? I hope not !

  5. China mod.

    US and coalition (Japan, Russia, etc.) have declared war on China. China has weapons of mass-destruction and/or are harbouring terrorist-organisations, they say.

    You (Chinese !) have to prove your innocent and roll-up terrorist-organisations in China and abroad. Also find WOM from terrorists.

    Watch out when going to neighbour-countries because they are not happy with your soldiers on their ground, avoid collitions with their fighters.

    Deliver evidence to US and coalition, or stop them from invading your capital if you can't convince them !

  6. OK thks Biro and EL_OSO !

    It was something with exporting the map.

    And it was the shermanlevelheight.

    I thought I could use my collision-border for it, but it had to be a flat vertical object (rectangle/plane) with normal facing up. So I made that.

    I had it grouped with _1 all the time, while it shouldn't. I've checked the castle-map and MYTOAN-map and they all had it not-grouped.

    Also both maps mentioned above have it named differently (Castle: shermanlevelheight_1.0, and MYTOAN: shermanlevelheight1.0)

    And with the Castle-map they set planning-levels on 1.0 and not level-heights to 1.0. Other way around for MYTOAN.

    I used the Castle-settings and all worked !

    It's so easy (once you know !)

    Thanks all for the help :thumbsup:

  7. With roomlists it still didn't work, I only got the "1 of 1" level indicator in the top-left-corner in Igor.

    Same as for the shermanlevelheight.

    And with both roomlist and shermanlevelheight still nothing.

    Got 2 ideas,

    1)de-saturate ALL layers in the commandmap rsb. I didn't de-saturate the image generated in Igor.

    2)cut the Igor-generated image WITH the white collision lines, instead of without the lines.

    Gonna try some more...

  8. Thx guys !

    It's either the shermanlevelheight I don't have (only have a outdoor room (_1) or it's the roomlist I don't have.

    I have a collision-wall, maybe I should name it shermanlevelheight1.0 and don't group it with _1.

    If that doesn't work I'll put a roomlist.txt with it too.

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