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k1ller

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Posts posted by k1ller

  1. 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 game mode scripts from other maps/missions but I don't want to end up doing something I know nothing about. Someone else can do the same thing better than I would and I don't want to release some crap that doesn't work properly.

    Day version (or sunset, which this originally was meant to be) would require quite much work too. First lighting everything properly in LightingTool (which is utterly impossible, no matter what some else would claim) and then fixing all the "bugs" that LT created anyway in Photoshop.

    foomod.zip includes all the necessary files to make day-conversion from the map. It also includes the lighting solution that is used to lit night version of the map. LightingTool is very simple program and almost anyone with enough patience can do the lighting process.

    What comes to dedust, you don't have any permission to use that map in your mod even though Rocky, or someone else who doesn't have anything to do with the map, says you can. You obviously don't have RippeR6's permission to use the map and no-one else can give you the permission. You could try your luck though, and see if Ripper gets mad when he sees his map being distributed in some mod he knows nothing about.

  2. 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 in this. Just remember README.

    Sektori.com has been down for a while but it should get fixed soon. It only redirects you to ozbox.org though. This is first time in many years that Sektori has gone down due to hardware updates. It is more preferable to link through sektori.com because it will probably last longer than ozbox.org and I can redirect users wherever I have the actual files. foomod.zip at ozbox is linked to http://www.cs.helsinki.fi/u/hmaksima/foomod.zip to offer more bandwith (ozbox.org is on quite slow connection).

    If someone does some modifications / missions / something for this level I can host the needed files there too.

  3. @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 than I. It'd be great if someone did siege and other modes for this so we could take a round or two in multiplayer.

    How about someone host a multiplayer game again?

  4. 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.

  5. 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/MYTOAN Sniper/" directory. I'd say that this gives way better results than LightingTool could ever produce (with default settings atleast). The bad thing in this is that you have to render the textures "manually" and it takes more memory than normal shadowmapping.

    Screenshots are also taken during the process of making the map so final version pics are gr035.jpg-gr038.jpg. Other pics aren't from the final version and in the final version there should be some burning barrels where the light is coming. It is true though that in some places lighting isn't as good as it should be.

    The dude on the wall died there because he tried to get through portal and there happened to be wall in there too so he got stuck in the wall ;). Fixed in final version though.

  6. 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 error) (worth trying if you already haven't)

    -One building doesn't have any doors

    -Command map doesn't work for some reason

    Not very severe glitches though.

    I don't know what day-map you're talking about though :)

    Almost all textures are made by me (mostly very greatly modified textures from 3dsmax) and just couple copied from mp1/mp2. As far as I remember only barrels and palms are copied from stock maps. But it's true that I could have left those textures out and GR would have found them on origmiss/mp1/mp2 directories, it was little easier for me to keep them all on same directory.

    Much of the mod size comes from large textures.

  7. @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 way too easily, if you can't figure any way to crash LT you haven't used it enough. (Or it could be just WinXP...)

    You could also take a look at some of the screenshots I've posted and browse through http://sektori.com/~pege/gr/ if you already haven't. I don't think that I've done considerably worse job than seen on most of the stock maps - also considering that this is the first (and the last) map I've ever made. Last map because of the reasons I mention above. Some parts (read: stones on the ground) even look at some angles better than original stock maps (IMHO, your opinion may differ).

    It's quite hard to take your opinions seriously because you apparently don't have any experience based on your comments. I think we've gone this through before.

  8. 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.

  9. Finally, MYTOAN Sniper available at http://sektori.com/~pege/gr/foomod.zip

    Screenshots at same directory

    gr035.JPG

    gr036.JPG

    gr038.JPG

    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 .max-file with MAX5 (does not work with previous versions of MAX) it probably says that it can't find all the textures. All needed textures should be in the foomod\map\MYTOAN Sniper\ -directory (in foomod.zip).

    LightingTool notes:

    MYTOAN Sniper lighting.dmp - lighting used to lit map

    MYTOAN Sniper unlit.map - unlit map, can be loaded into LT

    Shadowmap, which LT generates when map is being saved, is modified in Photoshop afterwards. You should notice those things that need fixing if you do load lighting solution and save it in LT.

    Generally LightingTool sucks so much that it's very hard to do anything decent with it.

    There are some known "bugs" in the level, especially in scripting.

    If you run in to any questions or anything, just post them on the forum and I'll try to explaing things better.

    Runs smoothly with 1900+/768MB/GF4Ti4200

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