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Whiskey

Beta Tester
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Everything posted by Whiskey

  1. Hur går det med modden ,fixade ak47an drawdistansen ?
  2. If I remember right, the characters in mp don't rendering after 150m. If this is so, then it will be difficult with large open spaces as in old GR in Graw. But I could be wrong there.
  3. Nice work as usual from you Biro, looking forward to play your map. The picture gives the impression that the map is pretty big, will it work with graws bad draw distance?
  4. If anyone has good ideas on maps, so maybe someone here can make one. A good idea on a good map can be harder than modeling one in max.
  5. Meant how distance is perceived in Diesel, eg 50 meters is perceived as 25 meters, then the characters' movements when it runs must also become slower. Found something in the folder: sb_templates / sb_player_data.xml That may have something to do with it, but it does not seem to help and change the value ,by the way the modded file is in "Local / english / sb_templates" <var name="camera_fov" type="number" default="70"/>
  6. "He meant that the metric system in Graw2 is completely false, 10 meters in Graw is like 2-3 meters IRL." Thanks! That's what I meant. Have tried things in the editor, first thought I had done wrong in 3ds max, but tried the 18 meter wall for comparing and everything was ok. Too bad there is nothing to do about it because it is a point where the engine could be optimized better, and it explains why you moves so slowly when you run in GRAW.
  7. Is there a setting somewhere in the scripts or to change the FOV. Find 20meter away looks like 5meter, have tried with different screen res. but it does not help.
  8. Old ghost recon is dead and we cant do nothing about it =(
  9. How many think that GR FS are more successful when they went from the basics and compete with games such as BF 3 and COD. Times are changing for all companies. Once they were great and made great titles, but times change and others take over. that's exactly what we for example have seen with mobile phones or other electronics. And perhaps that is what we see right now in the gaming industry, companies that were major attempt to copy others in order to just survive the day because they do not have a better product at the moment.
  10. Monitors have delay or imput lag ,so its not always the best choose to take the largest monitor u can find. Google on it
  11. Är inte säker på vad du menar men har du kollat unit filen så att namnet på kartan är det du vill den ska heta.
  12. This game is dead. A player named "Winter" got 100-2 in K/D and the hacks got a face.
  13. When i got dark things in editor it has been faults in material script ,but its has been for me so hope this is so simple. this works for me <material name="U_MATERIAL_IN_MAX" src="bump_lightmap" decal_material="stone"> <diffuse_texture file="U_TEXTURE"/> <bump_normal_texture file="U_TEXTURE"/> </material> or its in units file what i have with maket when things go dark in multiplayer ,then u have to remove <network sync="bodies" /> if i remember right.
  14. Nice work John. 3ds Max is hard at first but continue u modeling and u found how powerfull max is. Market map was modeled with sketchup and exported to max where i do the uvw ,if i had to do all over again i do it with max and saved a lot off work.
  15. Think its what they say ,it would be to hard to players to modding the game.
  16. Hi Spik@ You can find how to use the diesel exporter in graw 1 tutorials ,there is more how to make custom things, if u dont have them maybe they can be found in in this site. 3D Ripper google on it and download.
  17. U can use "3D Ripper DX" to rip the maps from gr to 3ds max for export to Diesel, but it's same hard work as for Biro when he did the castle max file, and it is possible for someone who will spend time on it.
  18. Where is the bare nuckle fighting feeling where u do something in this game? Invisible soldiers, maybe its a wish for real life but in a game its look strange
  19. Hi Only thing i know what can do collision problem is that the object name in 3ds isnt match the name in script...
  20. Working on a map ,but taking it when got time for it so cant say when its ready. But u can always look for the progress when post some new pics on my Photobucket page. http://s284.photobucket.com/albums/ll5/Whiskey_Man
  21. Think i saw something about fatshark studios and their western game that use diesel engine. http://www.fatshark.se
  22. Think pollycount and render thing running high and take power from all ai,but cool idea if to combine that with some coridorrs made in max what lead to next map o something like that ,what big maps there would be
  23. Nice to see that graw isnt dead and what lobofiero have coming up with. Have tryed and learn a lot since Market map my self and the last i worked with was the polling mapfrom gr ,but has realised that is to much work (time) for one man to do to hold same quality as grins dominion if u build all from scratch. But i have some new ideas for graw and hope too finnish it sometime. Cryengine is nice but its Diesel too...
  24. Place the map in the editor and save ,it creates some files in levels/custom_levels/world_xml in there u have a general texture_scope. After the save create a folder with sub folders in data/ and name it textures and put textures in there. ie. data/textures/u_map/bump data/textures/u_map/diffuse Then open texture_scope.xml and add <texture_set name="u_map/bump" /> <texture_set name="u_map/diffuse" /> The tdb_texture_set.xml is placed in all folder with textures,here is one from the Arroy map.Replace the path in the first line and the two names in each line with you texture names. <texture_set name="atlas_world/atlas_rs/atlas_rs_arroyo/rs_arroyo_terrain_diffuse" allow_autoload="true"> <image name="ar_dirt_gravel_xy_df" category="ground" orig_name="ar_dirt_gravel_xy_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> <image name="ar_dirt_sand_xy_df" category="ground" orig_name="ar_dirt_sand_xy_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> <image name="ar_dirt_stone_xy_df" category="ground" orig_name="ar_dirt_stone_xy_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> <image name="ar_rock_ground_xy_df" category="ground" orig_name="ar_rock_ground_xy_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> <image name="ar_rock_wall_xy_df" category="ground" orig_name="ar_rock_wall_xy_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> <image name="ar_rock_deep_xy_df" category="ground" orig_name="ar_rock_deep_xy_df" orig_mip_filter="BOX_GAMMA" orig_forced_width="-1" orig_forced_height="-1" /> </texture_set>
  25. If u have custom textures then u need texture_scope.xml and tdb_texture_set.xml
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