Jump to content

CaptainMitchell365

Members
  • Posts

    78
  • Joined

  • Last visited

CaptainMitchell365's Achievements

Recruit - 2nd Class

Recruit - 2nd Class (3/13)

0

Reputation

  1. ADD destructible enviroments, as in a tank could totally demolish a whole building. Or if you shot a rocket at a house it would blow up and you could adjust your tactics and change the course of battle. Also for the xbox 360 try to pull off a first person view with the view of the gun. I cant stand how the xbox 360 series has no view of the gun in first person. If those two arent good ideas throw in unlocks throughout the single player campaign, you know? unlock a m14 after 1000 points , the unlock a RIS handguard for the m14 after 1500 points, or grip or eotech or whatever!
  2. Fantastic update!, it works in game just fine. Does not obstruct the view at all and it looks like it fits pretty snug on the players face. The only thing left to do is change the skin a little bit, because the tan came out too light and does not really match the uniform. I was thinking multicam with little vents around the mask? to make it look like the one in GRAW2 for the xbox 360? Other than that it works in game perfect. Would of posted some screenshots but i do not have a good program to do that.
  3. New project to release a lone wolf soldier into Graw 2. More images
  4. Thanks again, although i am not to experienced in map making. But check out the new thread! Lone wolf mitchell
  5. I know this is in reference to GRAW 1's files but this mod is for GRAW 2. What i am intending on doing is making a lone wolf mod for GRAW 2. I made the mandible that goes on the helmet in max. Like if you ever played GRAW 2 on the 360 and you go to character customize, its the mask that looks like a breathing apparatus. Anyway i dont have GRAW 1 anymore and i only have the sample files for the weapons. If anyone has the ghost_lead.max file in their Program_files/Ubisoft/GRAW/support/Editor_tutorials/Graw_sample_models_3dsmax/character/ghost_lead.max I would really appreciate it if someone could upload that and hand it to me. If i do get this i am going to port the old body and helmet and head over to GRAW 2 with the mandible and touch up the multicam to make it more detailed. It'll look like the lone wolf soldier off Ghost recon summit strike. Thanks in advance.
  6. That would be a lot of animation work but it doens't look like something that would make it through all the errors this game will give you if you try that.
  7. First you need that bundle extractor everyones talking about to get the super graw files. Also you make sure you have a .dds import for your photoshop program because thats what format the graws texture files are in. But you need extract some files out of the graw bundle which should be in Program Files/Ubisoft/Graw2/Bundles/quick.bundle Open that up with bundle extractor and then expand data go to textures/atlas_weapons/and whala any weapon texture is at your finger tips.
  8. Good job man keep it up, unfortunately you cannot do the sight and grip seperately. The best way to do it is, get the gun in game look through the iron sight, if its crooked , go back and in the scene and move it over till you get it right, but keep in mind, you have delete the skin modifier and the xform modifier before you move the model around. After you move it, just do the xform and animation again. Also lodb and lodc do not need the skin modifier, that was probally your issue. Good luck Another thing to use as reference, is the gfx_scar_loda, line up your weapon with the scar and pretend your putting the iron sights from your gun onto the scar. Make it look as if you are attaching your iron sights to the scar, be one with the scar. Im serious! Then it should be almost perfect if you do that.
  9. That was my bad, usually the name of the model is above the modifier stack or something like that but yeah it should be Skin Xform Starting from scratch would be a good idea. Open scar_l max resize your model up to the scar heres what i usually do scar and "galil" (in your case) are perfectly aligned to each other. In your case you just delete scar_loda and rename your Lod_A , LOD_B, LOD_C to whatever matchs your objects files. Don't forget to apply materials. In my case i do not edit the names i just use scar_light. So which every material was in the scar_light material editor position, you need to apply that one to your model. After thats all taken care of you xform loda Now hit skin, then hit up them animations. Let me run you through the steps of setting a skin just in case! go to animations hit skin Modifier stack looks like this SKIN XFORM Now go into skin and under the select title you check vertices. Now hit edit Envelopes. When you hit edit envelopes that tells the program your going to apply a animation. Hit add and start with skin_root. Always start with skin_root first. Set its abs_effect to "1.0" Now apply the other animations For the scar's preset animations it is Anim_firemode Anim_bolt Anim_bolt_lock Anim_trigger Apply 1.0 to all those animations that apply, lets say you do not have a bolt lock on your gun just leave it at zero. Also iam assuming you know to select vertices to animate them. J.I.C. you forget you jus hit add/ Select anim_trigger/ take your cursor to your trigger and select as much trigger as you can/ go down to abs_effect and make it 1.0. Same goes for everything else Now once you've done that good stuff. Select skin_root and then turn the abs effect to "0" Make sure when you go to skin_root to turn the abs effect to zero, no vertices on your model are selected. One more thing you have to do is now hit the edit envelopes button to turn off the animation applier. So now the program knows your not gonna throw down some animations on it. You should be all good to go and export ready. If this still doesn't help just upload that file and i can get it in game faster than you can say ghost recon advanced warfighter is the best game ever.
  10. One more thing PIC i would try scaling and rotating and then using the xform, i'm sure you can do it that way but thats just me. In my modifier stack looks like this Skin Xform Gfx_rifle_loda
  11. Okay fantastic number of polys, First off the way i usually scale models in the game is i go to the default scar scene, then merge my rifle, i leave the scar right where it is do not touch it at all, then i match the grip of my rifle and the grip of the scar up to each other, and i try to make the triggers touch each other. Make sure the symmatry between the two rifles are exactly the same, as in make it seem like both rifles are together. The galil isnt a small firearm and it should be the same size of the scar in real life. So just match it up to the scar thats in the scene. As for importing from 3dsmax 2010 i would strongly reccomend exporting to 3ds. format As for degenerate faces you could have 2000 degenerate triangles or faces or polygons and still have the gun in game successfully. I would just ignore that. Also for that last statement you've made in your edit make sure you have a xform set before you've did the animations. If you're still having problems i could get it in game for you.
  12. Well theres a couple things you should know before actually putting too much detail in to your model. Graw's SCAR_Light is actually 3000 polys, i've managed to get a weapon model in game with 7000 polys, so i'd say thats a safe threshold, 8000 is pushing it but i wouldnt expect it to get in game. So i would suggest just texturing the screws and all that stuff in, try to think simplicity. Although that is a great model. And another thing about animating, all you do is pretty much use the preset animations in the scar_light.max demonstration file that came with your graw 1 public support tools. There should be some tutorials on it, but if it comes down to it i can put the gun in game for you. And for textures i am absolute garbage at doing uv maps and unwrapping so i can't help you with texturing, im on that same hunt for somebody to help me texture as well.
  13. Actually the diesel plugin for 3dsmax8 does not work for 3dsmax7, you need to get the 3dsmax7 plugin from the GRAW ONE files directory. if you need help finding it please inform me asap. And before you get a weapon in game theres a lot of steps you have to take to successfully getting the gun in game. If you need help theres numerous tutorials on how to do so, i can give you a really simple explanation if you want me to. By the way what kind of rifle are modeling?
  14. I am almost positive 09 and 10 do not have compadible export plugins for the diesel format. Although softpedia.com has a free download for 3ds studio max 7, and i think the official discreet.com website still has the 2008 free trial. If not that im sure softpedia will have a 2008 trial. And as for getting the plugin, if you have not updated graw 1 or graw 2 with the patchs please start from the scratch on updating patchs. You do not want to miss anything, as in say you have graw 2 v1.0 go from 2.0 to 3.0 to 4.0 and then after you have fully updated graw with all it's patchs go to ubisoft/graw2/public_tools/maxexporter. You should see it in the primary directory for graws internal files. Graw 2 has the 2008 plugin and graw 1 has the 2007 plugin. Good luck!
×
×
  • Create New...