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Zeko

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Posts posted by Zeko

  1. Go to the server script tool and open the default.ass file. It is the default setting in server but u will get idea how it is done. For maps use seperate block and select "game" under the list and press "add". Now u just gotta select map and game type. I think u need this for TCZ ladder so for "type" of game u must go to "mods\origmiss\mission" folder and select the last man standing or whatever u need. For siege and domination go to "mods\mp1\mission" folder.

    Hope it helps a little... :thumbsup:

  2. Hey sleeper i don't want to argue too lol cuz i know u have much more knowledge of map making than i do. I was just trying to say to Hartog that is not good to use too much dynamic objects on map cuz then map will not be so good in multiplayer and i think this is the main reason why we make maps so people can play online. :thumbsup:

  3. @sleeper

    The mission is still crashing if u put more than 255 objects on it. I tried it two or three months ago when i tried to put all the actors on map :blink: .

    About Ausiguy, yea that post is old but it is still valid cuz the limit is still there and it is damn shame that they didn't fix that in more than a year.

    @Hartog

    I don't know how many dynamic objects u wanna place on map. I think that dynamic objects needs a lot of memory. Keep that in mind when u or someone else will wanted to make a mission with lets say 50 enemies and some tank or BlackHawk, which r very popular in missions today. IMHO it will be very laggy.

  4. I'm no mapper, but I do know about dynamic objects.  As long as they're ones that just get destroyed, ie doors, cars, etc, they don't chew too much memory.  Stuff like big rivers and waterfalls will.

    Rivers and waterfalls r not dynamic objects. They r just planes with animated texture on it.

    @hartog

    I dunno about dynamic objects cuz i didn't work with them so far but i do know that they can eat a lot of memory. U can have around 255 dynamic objects on map before GR will crash, but in that list there is a lot of things. I found this over at Platoon...

    Greg,

    So we have determined that there is presently a limit of 255 total doors and windows that you can have before the GR engine crashes. But now I think this also includes players, both enemy and allied along with frags that are airborne.

    So the question is, since you know where the problem is, can you tell me exactly what this total of 255 includes?

    The reason being that if I have 250 doors and windows then I need to have at least 36 less for players in a MP game and at least 90 less if I want to allow anyone to play a mission with 90 bad guys. And then I need to allow for frags and whatever else is in this count.

    So, realistically I can only have about 150 total doors and windows. Now if I have a map that has 10 buildings each with 2 doors and 10 or so windows then I am already at the limit.

    So, can you tell me exactly what that variable counts so I don't have GR crashing all over the place?

    And do you know if the fix for this will be released in the next expansion pack or sooner?

    It already sucks that I have about 100 doors in my map that dont work already and now I have to make it even less.

    Ausiguy

    reply from RSE Software Engineer

    Anything that is a simulation actor. That includes (I might miss one or two, but I think I'll get them all):

    Humans

    Vehicles

    Doors

    Glass

    Grenades/Rockets in flight (transient)

    Animated map objects (not swaying foliage, but things that turn/spin/etc)

    I may be wrong on the grenades, I don't know if they go into the one particular list (I'd have to do some digging), but all the others are static at load time and go into this list.

    -- Greg Stelmack, Software Engineer, Red Storm Entertainment, Inc.

  5. Check the picture for the pivot point...Look at arrow again :thumbsup:

    pivot-point.gif

    About the LOD...Did u link your LOD model in LOD 2 properties under Map editor>General>LOD 2? Do u have LOD model the same size and shape as your high detailed model? Also helper point "O" must be placed on same position as on high detail model. Also group your LOD object as "++r_n" where "r" is your room number and "n" is the same name of your high detail object. For LOD object all u need to tag in map editor is under "General" tab the full name of LOD model (++r_n). No other properties r needed in Map editor for LOD.

    Hope it helps... ;)

  6. Also u can use the "Scatter tool" for different sizes and different rotation of trees. Scatter tool can randomly place trees and bushes on scene or u can "paint" them on scene.

    Just remember that with a lot of trees in scene performance can drop big time in GR but not cuz of poly count but cuz of alpha textures.

  7. 1. 400 x 400 meters is maximum size of map that u can still see on command map. U can have bigger maps.

    2. Depends how u optimize the map with portals and stuff. 30k - 50k polys should be your maximum. It's the "player view of polys" that counts in game and that number should be around 15k polys max.

    3. Check this topic for height of GR character.

    Zeko :thumbsup:

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