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San

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Everything posted by San

  1. Maybe a max-file with all objects in it extracted from AA
  2. Nice skins, Nice urban snipers too !
  3. San

    "The Farm"

    OK, I'm using the displacement-map also, very easy to make nice hills indeed !
  4. I've made a CM for my map. It shows in game with icons. When I order a team to go somewhere I hear the error-sound you'll hear when you click on non-playable area. The whole map has this. What's wrong ? Also in 3dsm how do you render a top view of your ground-geometry with the base-texture AND detail-texture like you see in the game (I only see the detail-texture in the render). Same for the tree-render : I don't see textures only (coloured) dots. BTW I'm very lucky : I've imported Mike Schell's scenecenter in my map, and it happens to be centered with the map, so I could use the
  5. Don't they go slower in swamp (water) then on normal surface ? I always thought that, maybe imaginary !
  6. San

    "The Farm"

    I like the forest ! Very nice (trees/hills). How did you create the terrain ? using terrain-function, or using displacement map ? Nice barn too.
  7. If GR2 comes, will RSE give all max-files of the (old)GR-maps free ? Now that would be nice Then we will have the old maps in GR2 too, only if they work with the new engine (if there will be a new engine, and not an upgraded one). You could also make a mix of two original maps ! Like a piece of Embassy with Wilderness (or whatever) ! OK OK I'm daydreaming again !
  8. I think snow-maps are quite easy to make (let alone retexture), the ground for instance is all white (at least most of it). Only to make it better (using details) you could make some snow-piles at the bottom of objects, or something like that. But you'll need 3dsm for that. Also a thick snow-ground sounds like snow when you walk on it, ofcourse with a retex-map you could override the sound-files, but then all maps with that sound sounds like snow ! BTW when retexturing a map, can you lit the map in the Lighting-Tool for a second time (because the original is already lit) ? Or do you l
  9. OK now I understand more about detail texture. Good tip on the sun and skybox too. Makes it real. It looks strange when the shadows are pointing towards the sun ! Another part of Deleyt tutorial ! I've saved it ! Thanks
  10. Thanks Deleyt ! I will try it. I need to learn the basics first of the base texture (composite) and the detail texture. I only have a base texture, not tiled (It said somewhere you can't tile the base-texture else the lighting tool won't be able to make darkmaps with shadows on it) You can tile the detailed texture though. So the detail-texture goes ontop of the base-texture ? Or is it one image with 2 layers ? I could use your desert texture as a detailed texture. Tile it like 20 times (applying UVW map). Gonna try it.
  11. @ Alpha_Biro Aah, it took me awhile to get the flashlight to actually rotate. I could move it on it's x/y/x axis's but not rotate. Got it now. Works fine. I can see my teammembers getting darker when passing trees/bushes !! I can't see the shadow-spots from the trees/bushes on the ground very good, but maybe that's because the ground texture has alot of dark spots too. Gonna test it with a very light ground-texture. I would like to know how to place the direction of sunlight so that it matches the position of the sun in the skybox. I use a stock-skybox, should I create my own one
  12. Each MIS-file has a mapsize set for the map. Can you use it in Igor to spawn less enemies on small maps or more on large maps ?
  13. Nice map, with lighthouse... must be a sea near ? And docks ? Looking good.
  14. Screens are a little small (but nice). Do you have big ones too ? GL with the mod !
  15. Thanks ! I'm considering to make the ground with the terrain function also (as Deleyt advised me). I will have two versions : ground with displacement-map and ground with terrain function. Then I'll see what's best for performance. But first the Lighting Tool... Got the ambient light working (from EL_OSO's tut), and tried to place a sun, but that didn't work the first time. I also don't have character-shadows anymore after I changed the name of the ground-texture into <*dm>groundtexture. Also don't have a detailed texture (yet). I will get there !
  16. It seems there are two skin-mods conflicting each other.
  17. I was looking for aerial pics from my place, hard to find... I like the idea to model real existing places. If you look at (all) RSE's maps they are also from real places. Don't have to be 100% the same, but only main things. It's also easier then creating a fantasy-place, because you don't have to fantasize anything, just copy it ! Only thing is : you see so much detail in real-life you can never put it all in ! That's why you don't have to be 100% accurate.
  18. Progress: Did some tree-scattering : There are - 100 Canopy-trees - 200 Shrub-trees - 400 Shrubs - 600 Grass-objects on a 600x600 map (400m2 playable) Too much ? I haven't experienced lag yet (max-file about 40MB, map file 1,5MB !). Maybe put some more in I need to place them right on map (they are just scattered) and they need to be random scaled/rotated. Also they are from castle-map, I'm also making some trees from scratch. The ground-texture isn't final either. Now the Lighting-Tool and then a command-map, and it's finished (for first release, because I
  19. That way you can't select your second weapon, you only have your first. Binocs use L-key, don't know if that is a second weapon, but you could try it.
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