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Biro

GR.net Supporter
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About Biro

  • Rank
    Pointman - 3rd Class

Profile Information

  • Gender
    Male
  • Location
    Norway

Previous Fields

  • Favourite Ghost Recon Mod.
    Frostbite
  • Favourite website
    www.ghostrecon.net

Contact Methods

  • Website URL
    http://www.biroland.net
  • MSN
    runartomte@hotmail.com

Recent Profile Visitors

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  1. Had a blast playing the beta demo this weekend! It's crazy how things have evolved since we started up with OGR back in the days, but I feel some of the gameplay core is still there today. Have to agree with the yellow sound marker. It should never have been there when you have so many other ways to localize the enemy. Playing mostly in a 4 man squad this weekend we didn't feel the drone was that much of an issue. I was mostly playing tank and could usually shoot down the drone in a couple of seconds and eventually using the divert tank skill afterwards. I also tried playing the sc
  2. Congratz to all the participants, good job and well modded!
  3. Gotta take one map at a time. It's alot of work getting one done, but I have nice amount of objects and plants which can be used on another one if I feel for it. I also look forward to Ground Branch, Takedown and Arma3 and it would be fun to do a mod for one of those aswell.
  4. On the original farm map from old Ghost Recon, the mission is to save two pilots who has been shot down and taken prisoners. Their crashed F18 is located in an acre north of the farm, so I'm rebuilding this plane to get it like the original map.
  5. Yes, hopefully someone can do a remake of the original mission aswell. That would be "epic"! Thanks Buehgler, nice to see some of you old Alpha Squad guys still hanging around? I saw the webpage was still up, are you guys still hanging together gaming? ---------------- Have started working on the F/A-18D Hornet. I belive this is the first plane I model in 3d max, so I have no idea what I end up with. Gonna handpaint the texture in mudbox and I have a slight feeling this will be interesting as I need to make it sort of destroyed aswell.
  6. Small update for those who still follows these forums! Last months has been really busy at work for me, so I had to take a break from modding. My shoulder wasn't good for a while aswell and this killed the last of creativity I had. Good thing is I have more spare time now and the arm is good aswell. Have been working on the map for a couple of nights adding more details and vegetation. I wasn't too happy with the environment. It was too "green", reminded me more of Far Cry then Ghost Recon. Decided to go for something more along the lines of mission "Cold Walker" from GRFS. Trying to simula
  7. Nice work Zeko! Cool to see some of the old schools are still in the game and your doing way better progress then I'm nowadays due to work. Impressive that your making the textures aswell. If you haven't tested it yet, I can recommend mudbox for some texturing. Works great! When it comes to the environment, why don't you do something a bit unusual like an autumn setting with yellow/orange leafs on the trees or maybe a dense old forest? Just throwing out some ideas!
  8. Hmm I have never heard about that Rocky. If so they should start firing on corners before you stick your head out and I don't think I have seen this. The reason they see through the bushes GRIN created is that's there's no collision what so ever on the leafs, but this is possible to add on new trees/bushes.
  9. Pelt mapping is an option under the Unwrap UVW modifier, which can help you setup the UVs for more difficult shapes as stones, faces, characthers and so on. It's not used much on buildings as they tend to have more straigth corners. Vertex Painting is another modifier you can add and just paint what you want to blend with a black (0,0,0 (default)). If you look on the material file I posted above the texture called ""fd_blender_df" with the bumpmap texture "fd_blender_bm" will be shown where this black color is added. There's loads of tutorials on this modifiers if you stumble into problems.
  10. Well this tutorial is based on that you have a little bit of knowledge in 3d max and with modding GRAW2. If you have, I think it will be "understandable". I can't go through all little details, it's gonna end up with a book if I do. But please ask questions and don't be afraid of trying. Start up with bringing one of the old terrains into max with 3d Ripper and we can take it from there. Biro
  11. In this tutorial I will cover how a terrain from OGR can be ported into GRAW2. This is the method I used when recreating farm_day but it's for sure not the only way to do it. There's probably faster methods I'm not avare of as my knowledge in 3d max is limited. This is not some magic method to recreate all maps in an evening. This is hard work, but a terrain can be done on a couple of evenings! Programs used in this tutorial: Autodesk 3d Studio Max 8 (http://usa.autodesk.com/) Autodesk Mudbox (http://usa.autodesk.com/) Photoshop (http://www.adobe.com/) 3d RipperDX (http://www.deep
  12. Tnx all, nice to see some old dogs still visiting these forums! It's still a long way to go on the map, but it's coming together nicely! I have to admit I have no idea how this is going to turn out in coop with such an open map, but it will be interesting to find out. More rocks and some logs will be added to provide more cover and I'm also aware of the "AI see through" for bushes so visibility blockers will be built in @ 3dmax. Currently working on the terrain tutorial, gonna put it up later tonight. Biro
  13. Five years has passed since I did the remake of castle_day for GRAW2 and it's still not a decent small scale tactical shooter on the market that can replace the original Ghost Recon. GRAW2 was a descent attempt from GRIN, but they failed on some of the basic things that made Ghost Recon magic for many of us. GRAW2 is still a very good game to mod and it does surprise me how few really good quality maps, weapons and characthers that has been made for it. After the crap called GRFS hit the market for PC I really wanted to get back into the mod game and it had to be GRAW2. With this map I hav
  14. Remember the same trees are used multiple times. I plan to have around 10 different trees to create a nice diversion so it's not gonna be big size wise. The plan is to setup this map together with atleast 1-2 more as a mod and not as a map. The reason for that is primary rendering distance on dynamic shadows which I'm not gonna start trying to explain, the second is called AK47. Because of this it's possible to increase the draw distance on characthers.
  15. I'll put together something when I start the official thread. The trees are between 10-25 meters tall and between 1-2 mb (megabyte I guess that's what you ment?) with all the files needed. The map is just as big as the original Farm_Day map if you have played that one. 400*400 meters. I also have a mountain backdrop/background so the view distance will be bigger then 400 meters. I don't really know what you mean with bad draw distance in GRAW2...I'm setting the draw distance to all object when I create them in the files. For example the smallest grass will be culled away on
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