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Zeko

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Everything posted by Zeko

  1. Zeko

    "The Farm"

    Yea looks good Biro. Keep up the good work and show us some more eye candy soon.
  2. I'm glad u fix the problem Biro. Now get back to work and finish it!
  3. Rgr np Biro . I hope that is the case here. If u got Island Thunder CD, then browse it and u'll find the latest plugin for max there . Hope to see map soon
  4. Can u make a screenshot of your Material/Map Navigator in max?
  5. Zeko

    Grid Lines

    I do this in photoshop. I set grid size in options and enable them in "View>Show>Grid" and then i paint them. There might be an easier way but this is the way i do it.
  6. U don't have to do nothing special with base texture. Did u tile your detail texture? U gotta tile it to value 20 (both U and V tile) but that is for big map like 400x400 meters i think (not sure). Dunno if it's important but do u have your detail texture in map folder?
  7. Did u name your base texture <*dm>whatever name? U need to asign only base texture to the grund mesh. Did u add two UVW maps to ground mesh?
  8. Yea i think there is no way around this. U can try it with Team Speak though. Get both teams on TS server and add one channel admin per team. When someone dies, just take them voice rights.
  9. Lexsis in max go to "Help>User Reference>Search" and type box in it.
  10. With 2 rooms u will learn how to place portal and create roomlist so it's better if u learn now.
  11. Did u link your paths to debris, sound, penetration, general fx and surface to the right files in map editor plugin?
  12. Lexsis if u made rooms like _1, _2, _3 and so on, then u'll need roomlist.txt. Also all your sherman stuff is written in roomlist. I strongly advise u that u get Javaman SmartTools v2 cuz tools will help u a lot with tagging and other stuff.
  13. 1. Did u run IGOR with "-buildbinary" switch? When u run IGOR with this switch, a *.sht file will be created for your map. 2. I exported maps without shermans at the beggining and had no problems with it. Maybe u should leave them out for start. 3. I dunno the answer but looks like it's something wrong with your Max. U must save in *.max format. 4. Check the 3Dsm Tips and Tricks thread how to add "Map Editor" button. Hope it helps
  14. This is awesome stuff m8. Very well done. Maybe the plane looks too new but overall this is very nice. I like the blueprints on the wall. Maybe u should add some tools in the back too. Good job
  15. Jack sorry i wasn't clear enough. U can't save alpha channel in rsb. Check the paint shop pro FAQ here.
  16. U can't save alpha channels in paint shop pro.
  17. Open the image in photoshop or paint shop pro (u gotta have rsb plugin from IT CD) and save as jpg or bmp or whatever u need.
  18. ok. Listen to Wolfsong....he knows better than I do. How do you add or reduce sides? Is it in the menu on the right? Select your cylinder, go to "Modify" tab where u can change "Height segments" and "Sides" values and other things.
  19. Ok here is the codec. I forgot to upload it to web. Get it here! Inside u'll find TSCC codec and readme from Dr. J. EDIT: Huh, how did i missed Biro's post? " Anyway i hope the tutorial works now for all .
  20. Yup download the latest divx codec and it should work. At least it works here. The good part about using the detailed texture is that u can paint detail on map (roads, river banks etc..).
  21. Is this a detail ground texture with <*dm> tag in material editor? If not check out detail texture tutorial from Dr.Jeckyl (i think he made it). U'll learn how they made ground textures on original maps.
  22. Yup they must be gtf files. Place them in "X:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Mission" where "X" is your harddrive letter. Happy hunting
  23. Go to San site http://members.lycos.co.uk/sansite/ and download the map making tutorial from Mike Schell. U'll get all the info there how to configure plugin for 3D Max. There r 2 plugins, one is for Photoshop and one is for Max. They r both on Island Thunder CD. Good luck
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