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k1ller

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Everything posted by k1ller

  1. Well, have fun then. I probably won't be online then. It wouldn't have been much fun after all now that I know exactly where all the enemies are, would it .
  2. Look for "k1ller." on ubi.com, I'll be idling there. Thanks for trying it. I don't know what your "2nite" exactly means, but it's 12:29AM here so I won't be online for long anymore .
  3. You (and everyone) officially have permission to use it in whatever mod. I haven't heard that anyone would have tested this online, probably because it lacks support for siege, hamburger hill and so on. Only co-op and "team firefight" (or something like that) is supported. I don't have interest to do siege or hamburger hill because it'd require me to learn scripting in Igor (which isn't very hard though) better. As far as I know, siege and hamburger hill need quite much scripting to work properly in all possible cases what may happen during gameplay. I know that it is possible to copy ga
  4. Current status of the map: Map can be downloaded from http://pege.ozbox.org/gr/foomod.zip and README tells you the rest. Command map has been fixed as much as possible by Meprolite and you can read his post why the command map looks like what it looks like. http://pege.ozbox.org/gr/mytoan_cm_fix.zip should fix the command map, just unzip in to .../MYTOAN Sniper/ directory Actual map geometry won't get any new improvements (bug fixes, new objects, anything) from me atleast, feel free to mod the level more if you want to. It'd be great to see siege, hamburger hill and other game modes
  5. @Meprolite I add your command map fix into mytoan_cm_fix.zip on my website and add your name on _README_ so you can show it to your friends. @Mauti It is supposed to be little blueish. I almost certainly know that it is possible to fix the command map to work properly but I don't have time nor interest to fix it. You can read from my previous post what I think the bug is. In siege I think this map would be great. Hamburger hill and others would work very well in this too. I, though, don't have the interest to do those things in Igor. Someone else can do the same thing 10x better tha
  6. @Meprolite Even though that somehow fixes the command map it's still too small. I think it's because there is 1000m*1000m sized area which isn't playable area and is tagged as "do not show in plan" in 3dsmax. Somehow that still screws up the command map. I appreciate your help anyway.
  7. http://pege.ozbox.org/gr/alpha4.zip - 4bit alpha and 4bits for each channel. If you run into some problems or so you can reach me at pekka.maksimainen(at)edu.stadia.fi or here at the forums. I more often read this forum than my e-mails though. (pege(at)sektori.com address should work as soon as sektori.com is up again and this address is more prefered (when it works of course because my actual e-mail address may change and pege(at)sektori.com forwards my mail) Thanks for "converting" this map for maccies too.
  8. Well the lighting isn't as good as it should be but it doesn't suck as much as usually seen on fan-made maps. I don't remember seeing as detailed shadows on any stock maps that I have on the ground where the rocks lie. Those shadows are rendered in 3dsmax into shadowmap and lighting tool has very little part in creating the shadows from rocks. Quite hard to look at this map objectively anymore for me so I could be terribly wrong here . Inside the sniper building's upstairs all the shadows are rendered in 3dsmax and those shadow/texture maps are "building8_inside_*" textures in ".../foomod/M
  9. It seems that sektori.com is down so direct url to screenshots and map are http://pege.ozbox.org/gr/ http://pege.ozbox.org/gr/foomod.zip Any one interested trying this multiplayer? Post a message if you could host a game. I'm on ubi.com "k1ller."
  10. You'll probably see more when GR 2 is released with modding tools . (Or if that Stargåte team is still working on their mod and they have decent results done, I could help them with it *hint hint*) Known glitches on the map: -You can see through one brick on the corner of one building -Two objects near the wall are little above the ground -Stairs inside the sniper building don't have any texture for some reason -It's impossible to shoot through some planks where sniper is hiding -You have play with the soldier which you start with to the sniper building for music to start (scripting e
  11. Oh, the command map. There seems to be somekind of problem with that I couldn't solve. If anyone knows how to fix it, I'd be happy to know how it happens. I think that it's somehow related to the "overlapping" scene area, which isn't playable area but is visible at the borders of the map.
  12. @sleeper You apparently don't have much experience with LightingTool. Or if you do, I'd be happy to see what kind of results you get with it. If RSE map makers have lots of time to fight with LightingTool, it doesn't change the fact that LT sucks. And also, I don't think that RSE guys used same software and had to fight with same problems, or they had other (faster, better, harder to use for newbies) programs to do the things that are now very irritating when making a map (creating sht-file, creating darkmaps, generally whole lighting process, etc). Also LT is full of bugs and crashes w
  13. This really was my first attempt to make a map to any game. But as you (hopefully can see from the graphics, I've been doing 3D stuff for a while. RSE, though, could have released better tools to make map. As simple task as creating a sht-file is amazingly slow in Igor. Also lighting a map decently is just purely impossible in LightingTool.
  14. There is a little mission, nothing very complex.
  15. Finally, MYTOAN Sniper available at http://sektori.com/~pege/gr/foomod.zip Screenshots at same directory Also MAX5 file is available at same directory. http://sektori.com/~pege/gr/foomod_level_MAX5.zip It basically should be the version from which the level is exported. Also unlit map and lighting solution is included in foomod.zip You may freely modify the level and so on. Just give the credit whom it belongs to. What you may not do, is: use any parts of the scene in your animations / pictures / anything non-related with the modding scene of Ghost Recon. When loading .m
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