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dragonthc

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Everything posted by dragonthc

  1. you didn't see my M14A1 mod that was released a week or so ago? http://www.ghostrecon.net/forums/index.php?showtopic=45427 and, it's not MY project. It's a GR.NET community project. I am a big fan of attribution. I happen to be writing the plot. Everything is up for discussion.
  2. please check the Scorpion's Tail post for mission details and assets needed. Thanks for your support.
  3. Excellent work. I'll take a crack at it.
  4. Mission 01 "Same Party, New Song" Ghost team is running wargames in the nevada desert. Assets: a large map with desert terrain and one small terrorist camp with a separated com station. mission scripting. new skins for the USMC models. a few weapons already being made by talented modders in this community. potentially a weapon addon for laser training. Sitrep: Ghost team needs to provide intel on weapon caches at terrorist camp. Ghost Team also needs to disable communications capabilities. ------------------------------------------------------------------------- Mission 02 "Runaway Train" Assets: a large map with the tip of a mountain range. details to follow. Iranian Shahab-3 Launcher Truck. pic Iranian T-72 MBT. pic Dongfeng EQ2102. pic Iranian Army Troops. pic the guys in the foreground are iranian. sitrep: 0530 local time, An AWACS flight caught a radar shadow of what appeared to be a tank column heading east from the Iranian border city of TayyebÄt. A sandstorm obscured the radar image. No IFF squawk could be retrieved. We have no presence in that area at the moment. Ghost team will insert about 30 KM NW of the Afghani province capital of HerÄt. Our best guess is that Iranian troops are making a run for the closest moutain range. Ghost team will provide intel on opfor strength and composition. Ghost team will report on column heading and speed. mission info: Ghost team should stay recon for the whole mission. Trying to take on the whole column would be suicide. stopping the column then running to the LZ for exfil is a good idea. The column has no AA. There will be an area of the map where the column has to go through a narrow pass to enter the mountain range. this is the ideal place to stop the column. The column will stop before this pass to cool down their vehicles and rest. This is a bad place to try an engage. The column is out in the open, but the tanks will be on watch.
  5. http://www.defensereview.com/stories/ndia/...Grip-Safety.jpg
  6. very nice work. how many polys ? where is the rail? where is the gas cylinder ? you might want to save the barrel fluting for a normal map.
  7. Here's my preliminary thoughts and musings. GRAW2: Scorpion's Tail. Mission 02 Assets: Iranian Shahab-3 Launcher Truck. pic Iranian T-72 MBT. pic Dongfeng EQ2102. pic Iranian Army Troops. pic the guys in the foreground are iranian. sitrep: 0530 local time, An AWACS flight caught a radar shadow of what appeared to be a tank column heading east from the Iranian border city of TayyebÄt. A sandstorm obscured the radar image. No IFF squawk could be retrieved. We have no presence in that area at the moment. Ghost team will insert about 30 KM NW of the Afghani province capital of HerÄt. Our best guess is that Iranian troops are making a run for the closest moutain range. Ghost team will provide intel on opfor strength and composition. Ghost team will report on column heading and speed. mission info: Ghost team should stay recon for the whole mission. Trying to take on the whole column would be suicide. stopping the column then running to the LZ for exfil is a good idea. The column has no AA. There will be an area of the map where the column has to go through a narrow pass to enter the mountain range. this is the ideal place to stop the column. The column will stop before this pass to cool down their vehicles and rest. This is a bad place to try an engage. The column is out in the open, but the tanks will be on watch. (I think we need to tweak the tank AI, the gunner has a fricken eagle eye. and can spot us from 300 yards away behind cover!) ok, provide some feedback for mission 02.
  8. agreed with everyone so far. we need good tutorials. we're not going anywhere without good tutorials. as for quality, I won't have my name attached to sub-standard work anymore than you will. Everything we do is some sort of re-hash of Grin work. That's why we call it a MOD. I'm not talking about a total conversion. This is just a mini-extension of the game as it is. Just a few new things here and there. there are a few things I'm definitely going to change. 1st on the agenda: the team quips. "Nice shot captain!"
  9. yes I've modded before. I've been modding since duke nukem 3d. We're not talking about 30+ hours of gameplay here. we're talking about 4-5 missions with new objectives and weapons and enemies. Maybe not mexico either. I estimate 240 hours for mapping, another 120 hours for scripting, 80 hours for character modeling, and most of the weapon modeling is already done. The audio stuff is already done except potentially for the foreign language of the soliders. (should it not be set in mexico) choices are slim, but could be any number of desert locales. the story opens as thus. Mission 1: Ghost team is running wargames in the nevada desert. There are new weapons to test and plenty of air support. The opfors in the wargames are the US ARMY rangers. req: a large map with desert terrain and one small terrorist camp with a separated com station. new skins for the USMC models. a few weapons already being made by talented modders in this community. mission scripting. potentially a weapon addon for laser training. I'm covering a few weapons. I'd like to add the skins for the USMC models also. I don't yet know how to operate the map editor. I don't know enough about mission scripting yet to do any. I'm leaning towards making this mini campaign into an Afghanistan thing. give me some input and all those interested in puttting in the time, let me know.
  10. the XM500 has a bulpup configuration. The M99 is exactly that model which LZ has made. Good work man.
  11. the flashlight is already in-game. at least the effects are. i've seen it in game. from the lib\managers\xml\mod_data.xml file <mod_data unit_name="m96_flashlight" mod_id="20" name="flashlight" mod_slot="bottom" price="0"> <bar_stats accuracy="0.7" stability="0.5" weight="0.9" slot_weight="2" impact="0.5" /> <bio local="weapon_m96_flashlight_bio"/> </mod_data> it requires attachment to certain weapons in the model files. otherwise, the effects work fine in-game.
  12. http://www.pcgamemodding.com/ the wiki is going up as we speak.
  13. I'm writing the story as we speak. Who wants to contribute to the hard part? Need maps and scripting and weapons and character skins. [Please do not post the same thread in multiple forums, you only need to post once in the correct forum at this site]
  14. all good points PZ3. This will be strictly voluntary. I'm not talking about just taking everyone's mods and throwing them together. Whoever wants in just sign up here. I'm in. I'm bringing my M14A1 and my M40A1 when it's finished. I'm also working on some new weapon addons. Bipod for the M40A1, and a Rifle Grenade for my M14A1. the M14A1 will be converted to an Assault Rifle.
  15. I'm working on a new weapon for the game. I'd like it to work with everyone elses' weapon packs. my M14A1 is already complete. I'm doing an M14 wood reskin. I'm starting an M40A1 USMC sniper rifle. I think it's dumb to release a sniper pack that won't work with the other packs.
  16. the videos I posted on youtube listed at the top of the post say otherwise. if you have any other mods installed, I can't guarantee it will work as I've intended.
  17. you have to extract it from the quick.bundle file it's in quick.bundle:data\textures\atlas_weapons\m14\diffuse_set0\m14_df.dds
  18. heh. the recoil is actually less than the regular m14. it's still reasonably accurate. the skin is in: textures\atlas_weapons\armyrifle\diffuse_set0\armyrifle_df.dds
  19. Thanks. I thought I'd give it some extra touches. Anyone notice the paint wear on the stock just below the bolt release?
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