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deleyt

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Everything posted by deleyt

  1. I'm trying to turn off the sepia-filter in the editor but I can't seem to find the correct .xml. I've tried pretty much any .xml I could find but no luck so far. Does anyone know where to shut it off? I'd like to see my work in the editor before I export it to the game. Thanks in advance.
  2. IF I'm able to get this one finished, I will probably do more, providing I have enough spare time. Not sure if it will be conversion though, although recreating original GR1 maps is fun. I really like creating maps from my own imagination so it might be a new one.
  3. You've got it! Seems like I need to lift some of the cliffs to get the geometry matching Thanks EasyCo.
  4. Can you compare the next one aswell??....
  5. Thanks EasyCo. I actually scanned the map in GR and it's probably 97% accurate, even down to the height. Ofcourse the boulders won't have the exact shape on the top (hey we can make it smoother with this engine, so I'm doing so) but they will be same at the bottom. The commandmap fits my outline like a shoe. Your camera is a bit closer to the centre of the map though. I'm also missing some of the boulders as they will be put in as a prop (easier to position and fiddle with) rather than a static. I haven't done anything like adding bushes, etc, which also make a map more livelike. GR ha
  6. Those cakes were nice...ran out of 'em in a jiffy....jaffy...jaffa Anyway...screenshot numbero uno. It's still far from done as I'm trying to get to grips with the entire texture-structure (hardest part so far). As you can see below, I've got blending textures as well as some nice flowing water (riverlike). Most of the repetition needs to get rid of but that's a piece of cake. So far, I'm really enjoying this new engine and it's capabilities. It's hard to get to know the structure but the engine is very flexible. I can only imagine how much can be done with this when more and
  7. You can use textures provided by GRIN but you can also create your own. Read the Atlas-tutorial in your support-folder that came with the latest patch. The format you'll be exporting is Diesel. GRIN provided a tutorial on how to export terrains and other objects aswell.
  8. Some weeks ago I've started work on a map called "Tank: Revisited!" and it's gradually coming together. I'm just taking this as a learning-experience to get to know this engine and it's capabilities but at the same time providing a nice map most of the GR1'ers still remember and have grown fond of (specially the TVT'ers). I can't say which modes it will support right now, as I'm not even thinking about scripting it before I've got the map completely down. Probably the most unique feature of this map is that this isn't a "trying-to-get-as-close-as-possible-kinda-map-by-using-GRIN's-ass
  9. I suggest you use the tutorials that came with the package or look for tutorials on the net. Searching for "box-modeling" would be a start as that is the most basic-technique for modeling pretty much everything, including terrains. Then start practicing with simple objects, gradually expanding to more complicated ones. Building a terrain really isn't that hard, but you do need to get down the basics and you can only get that by practice. I know it sounds like a broken record, but it's the truth.
  10. Good time to test then.... Thanks Wille.
  11. I've read that occluders work for static models, like buildings. Do they also work for landscape models? IE: put them inside hills and rocks and such?
  12. You can use any 3D-package you prefer as long as it's able to export to the a format that MAX can read. Eventually, you'll need MAX to export your model to the Diesel format using GRIN's export plugin.
  13. I beg to differ. I frequently place questions in the corner of a dev and he always turned out to be helpfull as much as he can and fast at answering too!! I think the support is great and never have seen devs so involved with modders. Their intentions are genuine. Sorry for hijacking the topic for a minute there. Back on topic again.
  14. I'm at the point of exporting my map to the DIESEL format. The tutorial says I need to assign my terrain to one of the pre-made sets (GHE,HIS, IND, CEN) but surely there must be a way to create my own set, without having to load stuff from other sets that I don't need? I want to keep my mod as clean as possible. How do I create my own set?
  15. So do Jaffa's I agree that [GR] is a spin-off that only raises eyebrows. GR1 sounds much more obvious.
  16. Works like a charm!! Just saved me 2 days of boring "move up and down dummy one-by-one"
  17. I'm trying to place ambient lights on my map in MAX but since the tutorial says I need at least 1 light per 15x15 meters, and my map being 400x400 meters, I'm looking at placing roughly 700 ambient lights!! No problem....but they also need to follow the contours of the terrain Now, I can set 700 lights with the array tool. But now I need to make them follow my terrain. Does anyone know a fast way to align my ambient lights (which is a helper-dummy) to my terrain?
  18. Maybe call it a COOP map then? [GR] pretty much means you're doing a straight conversion. Just to avoid confusion No it doesnt.... where the hell did you get that from ? It means he created a map for [GR] COOP mode on GRAW........ have you even bothered to turn the game on ? Trust me, no ones confused but you. No more sugar for you! Anyway....nice job on releasing your COOP-map, Ducky.
  19. Maybe call it a COOP map then? [GR] pretty much means you're doing a straight conversion. Just to avoid confusion
  20. I see you and Jason talking about [GR]-maps all the time but what's your definition of an [GR]-map? EDIT: Never mind answering. It seems it's driving some people nuts
  21. You converted [GR] maps to GRAW? If so, which ones and where can I get them?
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