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Streinger

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Everything posted by Streinger

  1. Snow, just out of a curiosity, will you still use my Carl Gustav AT launcher? I know you wanted both my CG and RPG-7 for the mod...is that still the case?
  2. Gordo, that's the pic! Mike, to be quite honest, I used pics I found on some air-soft site, and you know how those airsofters are ...I know what you're going to say, but those were the most hi-res pics I came across.
  3. I remember I received heaps of pics, one of them showing Minimi outfitted with an Elcan scope...can't remeber was it Viper or Gordo who sent me that pic though... In the mean time, you can enjoy this;
  4. This is bloody great!! Will there be a version with an optical scope too?
  5. Any news here? Are we going to see some alien character any time soon?
  6. Nah...I'll probably just knee-cap you.... .j/k, mate....tell me what you need and I'm sure we can come into some sort of arangement. As for the Leopard tank, that's a tough one...not sure if the tank was among the files I saved before I formated my hard drive...ah, it had to be re-modeled anyway...I was going for a low poly count and as a result, the turret ended up looking like crap....luckily, one can always count on Wolfsong to notice that kind of thing...the man must have some sort of sixth sense for crap detection j/k...the man is a great modder and has keen eye for details
  7. No problem, SC...scalling down the model and re-exporting it was actually a good test for my freshly installed 3D MAX...and I'm happy to say it seems to be set OK. Both folded and unfolded variant of 870 Remmy now have new, scalled down models, roughly 2,5cm (1inch) shorter then M16A2 that I used as referance. I also made some adjustments to the folded variant's gun file, so it's now as usefull as the unfolded version...the one in the mod fires...well, as someone has grafically described, pellets spirales around the tango, leaving him happily in the middle.. Anyway, that's fixed now. No
  8. Could you make some reference photos available then? Something that will show the weapon next to some other, well known weapon, or a pic of a shooter holding it, so I can see just how much I need to rescale it.... Also, I'm not at all happy with it's balistics (that goes for my folded version especially), so the update will include a new gun file with improved balistics as well...
  9. I'm afraid I've been busy formating my hard drive... I suffered a fatal windows error and had no other choice. Luckily, I was able to save most of my essential files and folders, but my PC still isn't restored to it's full functionality. GR is up and running, though... Anyway, before the crash, I was working simultaneously on 3 projects, Op. Falc. being one of them. Everything is on hold for now, till I install and configure 3D max and other modding tools. Will keep you posted....
  10. Yup, everything is set to linear....what else might be causing it? Do I have to create key points for door's aniamtion? And in what direction door's O point has to have it's X axis pointed? In the direction of vehicle's movement, or in the direction of the doorway?
  11. I narrowed down the cause of the problem; I re-exported the model, every node grouped as it should be, but I didn't animate the door. They appeared where it should be, it had the surface property I gave them (thick metal), and when I aproached the vehicle, the door icon appeared on my HUD. So, it must be something with the way I animated the door that made them appear away from the rest of the vehicle....any thoughts?
  12. That's exactly how my vehicle's nods are organised. All looks ok in max, but when exported, the door appear up in the sky, away from the rest of the vehicle, which is fine. If I return to max, delete the door's O point and group those polys with the rest of the body's polys, they export in their place...
  13. The weirdest thing happened...after I tagged the door in map editor as you described, I re-exported the vehicle model only to find my door placed way up and aside of the rest of the vehicle. The door were following the vehicle's movements, as if a part of the model, but were placed up in the sky...literally. I even tried with door's O point placed in absolute zero; same thing.... What might be causing it?
  14. That might be it...I gave my door "thick metal" penetration type in Map editor, but don't remember typing in my door's name enywhere....I'll check all the boxes you mentioned and try if it works...
  15. I see, thanks for clearing that up. Anyway, I tried it again...selected my door mesh (in my case only one box), made a O point and placed it in the middle of the mesh, grouped that as <n><door>vehicle_name, animated it (set to linear), grouped the door node later as a part of body node and exported the vehicle. The door again didn't show up. They are not invisible either, as I can shoot trough the opening inside and kill the crew..ergo, the door are not there at all...simply didn't export with the rest of the vehile's model. WHY!?!
  16. Sleeper, are you saying I don't need to bother with placing a pivot in my door mesh? Hm..I'll try it and let you guys know. Thanks!
  17. What about pivot? I don't see it as a part of your door node...if the door isn't supposed to pivot in the first place, do I need to add the pivot to it's mesh? Is it enough to just make an O point, group everything as a part of door node, animate and group under body node? Will that work?
  18. Here's my problem; I want my vehicle to have working sliding door. I know sliding doors work in GR, but I'm not sure how to tag them. I grouped my vehicle's door as <n><door>, and the group included door's mesh, origin point and a pivot (both placed in the centre of the mesh). I then animated my door to simply slide open, no rotation or anything. I doublechecked that position, rotation and scale were set to linear, set the door in frame 0 before exporting the vehicle, grouped the door node with vehicle's body node, but once exported, the vehicle appeared without the door....they j
  19. Say, Croc, this Minimi he's carrying look awfully familiar....
  20. When you say some of the tangos fired only once, and then stopped..check the number of magazines you asigned to the kit the tango was using. GR works differently then other games, you don't need to asign RPG rockets to a kit as a secondary, you just need to give the primary weapon (in your case RPG-7) enough magazine count. The problem with the tangos NEVER firing at you at all might be weapon related- you said you re-coded the rocket launcher (RPG-7?) to a grenade launcher, but the problem with it is, as I found out the hard way, long time ago, if you make a kit with a GL coded weapon as p
  21. Stewy, Stewy...always asking for a cake ontop of a loaf of bread..(it's a European expresion) But this time I have to admit I share his opinion; this 6X6 by Chems is by far better then the one we intended to put in the mod (no pun intended to the author). I hope AUS_Viper will see it that way, too...
  22. What about stand-alone multiple grenade launchers, such as South African Milkor MGL or Croatian RGB-6 (now renamed to RGB-40)? Surelly, with it's increased firepower over standard, single-shot GLs, those are much more suitable for military use, especially for support/suppression purposes. Croatian green berets, armed with FN-FALs and RGB-6 Croatian counter-terrorist military policeman, armed with RGB-6 and HS2000 pistol sidearm (holstered).
  23. Generally, it should work. The only thing you have to mind, though, is the lenght of your new class' name. I'm not sure what's the limit exactly, though...you'll just have to try and find out.
  24. Here they are..MD2 (large pic) and MD3 (smaller insert pic)..with attachments and mags. MD2 The info above I found @ "modern firearms and amunition" site...
  25. It is possible to change the class name to whatever you want, but only for specialists. For regulars, you can change the name of one class with the other, for e.g. you can change "rifleman" to "sniper" and so on...
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