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X69RZX

GR.net Supporter
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Everything posted by X69RZX

  1. Dude, I see your point, but really, it's nill. To be quite honest, 99% of all the opforces in the world are packing good old ak-47s or a similar variant. I'm not knocking the weapons man, I'm only stating that I understand that that part of a mod can be very complex and tricky, and that perhaps it would be a bit more prudent, at this juncture, to perhaps thin out any un-necessary files. Like I said, they can be added as the thing progresses. In my mind, the most important thing is to get the main materials together for those who would be scripting missions and creating campaigns or w/e. Kits c
  2. It's the weapons man. You guys really have to drop some of those weapons if you want the mod to be managable. The scripts and kits and and all the stuff it takes to make the weapons work correctly in game is IMO the hardest part. It is the easiest to mess up, and will crash the game faster than a snap. I too would be happy to donate any missions I've made. I would have to get the ok from Cobaka to donate the work he did on the ADITL mod, but I would love to help out on this too. I would really like to see a nice pack come together. Maybe someone could let me know where this thing left off, and
  3. Let's just pray they get GR2 out before the whole thing goes to BF hell in a handbag. EA is like the microsoft of games, we need some regulation or something. sucks.
  4. you could possibly fix that with some coding. A script loop to hide him from the game world if'n he is dead.
  5. Man, no offence, but I hope some of you are typing English as your second language. I think it was a noble effort on the part of all who worked on punkbuster and MORPH. I remember when it was still being worked on, and some of us where very excited. I completely agree with Harntrox though, the place to take care of the problem is in the game. The question is, then what? What happens when that gets hacked, cause we all know it will, eventually. The harder it is to hack, the more some turd will stay up all night trying to do it. So, if it's written into the game engine itself, how do you fix
  6. Thanks, I'm actually trying to make a destructable object, but those measurements will definately come in handy.
  7. Does anyone know the correct dimensions for a 50 gal drum? Of course I mean, for in game.
  8. Yeah, thanks for the link and for hosting the files.
  9. Well, the stuff I've done previously was lost in a HD death episode.(I still have the rough mods of what I was working on, but not the master files, so they are worthless.) I would like to do a few maps, I am open to the design, I have a friend who wants to do some skinning and has ideas, but he is super n00b, so it would be cool to have some experienced help. I have some ideas for some maps, but well, I don't wanna blab all the info. edit* I will draw up some storyboard type pics tonight to show some of the ideas I want to incorporate into some of the maps. I just don't have a bunch of unski
  10. The map/s in the ss you posted look great. I am a huge Frostbite fan, so I have my hopes way up for this one.
  11. I have made a few maps, however none that I was satisfied with. One of my biggest limitations is that I'm not a very good skinner, but I can make and conceptualize geometry. So, anyone want to collab on some maps?
  12. OOOOOHHH WEEEE, that stuff looks so awesome. I've been gone for a while and major kudos go to you guys for finishing this thing. Outstanding! I can't wait!
  13. Nice indeed. My compliments to you, and Cobaka.
  14. Looks great, my mouth is watering for this one.
  15. I'd like to see what you've got, I have a little bit of free time.
  16. The elements are there, as well as the scripting, I've just lost motivation, to be honest. I would be more than happy to help anyone interested in taking over, or creating a MP game type.
  17. As far as I know, the map size has nothing to do with the amount of enemies spawned. Each .gtf has a specified number of ai to spawn at init. The only factor that I know of is the difficulty. To the best of my knowledge, there are no variables refering to map size in IGOR, at least for query through the script. edit: the map size you are refering to is just there for the info section.
  18. This thread raises one good point though. We need more destroyable objects in maps. I mean, do the original maps have 300 objects in them? I can only think of a few, most of them cars, not crates, or beer bottles, or lamps or lightbulbs. So we can't tag em as floor polys, I think we still need more destruction. edit: I know the lightbulbs could be done, because you can make a spotlight that can be shot out, same principle.
  19. Happy belated birthday Rocky!! Hope you had a good one bro, and many nore to come.
  20. Looks really cool. There would be alot of tagging to make each one of those buildings a different room. Your room list would be huge, but it would be worth it. I would like to see thos map released for sure.
  21. It's one of the decal effect ones. You may need to scroll thru a few before you find it. Looking around is the best way to learn haw to mod GR, get a feel for what goes in wht folder.
  22. Really nice work. I have been working on a '71 Chevy p/u as my learning tool for 3dsm. I have a question, what size are those vehicle models? Like meters across. I seem to have alot of trouble working in small spaces in 3dsm. I am curious ho you get such detail. The smoothness of the chevrolet written in cursive. The shape of the '57 seats. Very nice, very interesting.
  23. Thanks alot Cobaka. and thanks Chems too. Next question, is the wheel origin helper the bottom of the shock? I have everything like it's suppoed to be, guess not , and I ctd when I try to export.
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