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deleyt

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Everything posted by deleyt

  1. Well, that''s partly true. I feel most mod to try to break boundaries, add stuff they'd like to see themselves or for others. BUT, also respecting wishes of others modders. Since GR, people have been nicking work, only to add it to their so called mod beacuse they were unable to create it themselves. That's called theft and not very repectful to the original creator. You might have thought adding Snow's mod and listing him would be enough but he specifically asked people to ask permission. You failed to do so, making it uncalled for. Knowing Snow for some years now and releasing a mod
  2. Ofcourse you can. You can add sounds (provided they are the corect format) by putting them into the sounds-folder, adding a line of text in the soundslist (used by the mapeditor) and assigning the sound in the map-editor to your door. You can find more in the level-editor PDF about adding sounds to a dynamic object (like a door).
  3. they also seem to miss the point of modding.....
  4. Looks great guys. Also nice to see that there are a lot of differnent styles, in modeling, texturing aswell as in presentation. Who says CG can't have a signature?
  5. That doesn't make any sense really. Let's say for instance that you've got a brick texture. The bricks need to be a certain size on the object to make it believe it's real. So you map it accordingly. Next, if you copy the texture 4 times, the size of the bricks will be half in size, providing that the mapping isn't changed. Sure, the resolution is better, but it's also very repetative and not representative of real bricks (since they are half in size). You could ofcourse, half the mapping aswell then, but that leaves you with the same resolution you've started with in the first pla
  6. Footsoldiers can carry TAW's, Javelin's and Stingers...that worked quite well in VBS1. Unlike JO or BF2, in VBS1 it was usually one shot one kill (providing you knew how to operate the weapon ofcourse), just like it should be. So you might be thinking you're safe in that little tin can in the sky...untill you'll hear a loud bang and finding yourself face down in the mud. I'm sure they will be included in ArmA aswell
  7. Been a while for me, but isn't it so that you can only use 1 composite (base+detail) for the whole scene? Or was it within 1 model?...Think I read it in the PDF a while ago. EDIT: another issue might possibly be the dynamic shadows. I believe the second channel is already taken by the detailtexture and therefor needs an extra shadowmap. Not sure about this one.
  8. Looks cool Snow. Congrats on getting it into GRAW!
  9. I wouldn't mind releasing the mod "as is", problem being that it has some portal-issues, screweing the scene up. I've spend some time trying to fix the problems but to be honest, this is probably the hardest bug to fix that I've come across so far. It's playable alright...but just a short while and not quite big enough to script missions on as it's missing some more carriages. The effect is still impressive though.
  10. At this moment (and has been for quite some time already) this project is in the fridge. I've started an Autodesk approved course regarding Advanced 3D Studio Max and pretty much all my spare time is taken up by that. I have no clue if I will ever finish it, since I never play GR anymore and noticing that the scene has taken a heavy drop in interest aswell, I doubt if it really is worth all the hard work to get it done. I still believe it's one of the coolest ideas around though....
  11. LMAO! Some of you really don't know what "beta" means
  12. I actually founded RSi and yeah, they were good times. Those were the best times I ever had with gaming, together with the early days when we build up Alphasquad (Biro, Jack, Chavez and me). Had some good fun with some good friends (clean fights) back then.
  13. Geez....it works!.... Thanks Eagle Eye
  14. well if you did as you said, put everything to false you probably turned off the deffered lighting aswell if the whole SCENE is black that is..hmm.. I was smart enough to copy an original copy of the scene.xml back and just changed the post-processing parameter It might have been another XML causing it though...I don't know...doesn't matter really...I'll do a new install and work from the ground up again. Thanks for your help so far Wille. Top notch
  15. OK..just renamed all the bundles including the ones from the patches and that left me with all objects turning black. No biggy though as that simply means materials or textures aren't found properly. I've probably messed up some of the XML's in the process while testing causing the materials or textures to fail loading up correctly. So that means you're pretty sure about the parameter in the scene.XML being correct. The problem seems to be on my end in that case. I'll try a clean install and will build up the XML's from scratch again. See if I can get it working that way. BTW: f
  16. Uhmm..I think so....how can I check it's not running from the bundle? I simply used Nemon's Unbundler and copied all the files into my original GRAW folder. Everything else seems to work though.... I just opened the XML, editied it and saved it back. That should do it right?
  17. Yeah..the sepia-issue in the editor is holding me back right now. Using custom textures makes it impossible to see how it looks in the engine with that post-processing module on and I don't want to start creating bundles to test it ingame and jump back and forth, only taking a lot of time. I want to be able to see what I'm doing (in the editor) before packaging it up and making it ready for actually playing it ingame. Changing the sky-environment hasn't got anything to do with it really but thanks for the proposal anyway As far as I know, Wille is trying to get the answer to this pr
  18. it should be in data\settings\camera_settings.xml <world pre_clear_flags="depth|stencil"> <viewport name="default"> <post_processor name="shadow_processor" active="true"/> <post_processor name="exposure_processor" active="true"/> <post_processor name="post_processor" active="true"/> <post_processor name="deferred" active="true"/> <post_processor name="crosscom_processor" active="false"/> </viewport> if you set the post_processor to "false" instead of "true" the post effects should go away..hrm...with any luck
  19. Wille?...Bumbi?....anyone?......help....
  20. Just tried the demo and it's actually pretty good. I'm missing another pair of hands to press all the buttons at the same time to do a firefight The graphics are awesome, so is the sound and the overall scenery and atmospehere. You really get the feeling you're in the middle of a western, which is great. The story behind it also is very emersive and makes sense (in contrast to many games released nowadays). Rather then going for a standard "you are the handsom, much beloved hero" like most games use (BOOOORING!!!), they chose a rather old, grumpy man, going with a vengeance. So far so
  21. That movie looked great! Downloading the demo to see it with my own eyes and get a feel for the gameplay. The trailermovie made me kinda feel like this shooter is arcadish though. People strafn' n' shootn' back and forth never is a good sign for me.
  22. Thanks Wille but that only applies to the game itself. I want to be able to check the textures without having to compile it for the game, run the game, test and quit again, which takes me quite some time. I read your PM about the engine rendering setting and I will try that, but I have a feeling it's not what I'm looking for EDIT: tried Albedo...but leaves me with a very bright texturejob...again in yellowish colour.
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