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deleyt

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Everything posted by deleyt

  1. Agreed! I really like the removal of the "commander dead in coop"-issue AND the tutorials about modding the game. Nice job guys.
  2. I'm doin' Tank ...and it will be original content. It'll be a 1on1 conversion, but enhanced. Already got the entire terrain done (except for some small boulders here and there). Just trying to figure out how to export and setup the frigin' thing to run for GRAW. Anyone that played GR will recognize this screenshot:
  3. Right!...That's closer to what I figured. So, the lightsource in the scene (ingame) provides the realtime shadows for the dynamic objects (characters, vehicles, etc). The skysphere provides a diffuse setting for the overall sky-ambiance (clear sky, cloudy, not cloudy, etc). And the lightcube is projected onto the skysphere-diffuse to lighten up the skysphere at the area around the lightsource, simulating a sun. Something like that?
  4. You mean the realtime shadows are calculated from that source aswell? Or is it just the appearance of a sun in the sky?
  5. That depends on if you have build the content yourself. If you have, then the answer would be yes. Technically it would be possible to convert any geometry and images to a different format, including GR's. Ofcourse you will have to setup and tag the entire scene to make it possible to run in GR, which is a massive job. You will stumble on some problems regarding polycounts aswell, as GRAW has a much faster render-engine than GR has, so you will have to cut down on the complexity of the models. This also means you will have to remap the objects. The textures need to be singled out aswell
  6. I'm not custom to GRAW but I would think that the setting you're talking about is probably for the real-time shadows. The sun you actually see in the game is probably a combination of a skybox (or skysphere) mapped with diffuse textures and a lightmap. I'm not to the point to explore this yet, as I've just started modelling a custom map (from the ground up) and skyboxes isn't my priority right now.
  7. Mind you, the Level-builder.PDF explains in a picture that the top transition needs to be on the second-last step, but actually needs to start on the top floor (so where the stairs end). Also make sure the top of your bottom-transition reaches the height as your top-transition.
  8. Nexus scripted that mission. He can be found at www.red-sector.com. Look at the memberslist and search for Nexus. You can PM him there. You can also read the readme-file that came with the mod as it contains all of the contributors. Have fun playing the mission, Shorty.
  9. You probably will be doing both Vertex painting is nothing else but setting where 2 textures have to blend (in GRAW at least). Good luck with your map and I'm looking forward to the release.
  10. You're getting good at this
  11. Cool! Looking forward to it then...glad you didn't do Tank
  12. Is it custom, or are you using the content-sets that Grin released with the editor?
  13. Probably the best meshpainter around: ZBrush Free trial (30 days) here: Zbrush Download
  14. I think the textures look great Swartsz. Definitely looks like old paint peeling off. One little thing I noticed that's inaccurate and I'll explain it in dutch because I don't have the proper technical terms in english: Bij je kozijn liggen de dorpels tussen de stijlen. In de praktijk is het andersom: de stijlen staan op de onderdorpel en de bovendorpel lig weer op de stijlen. Dit is om vocht (en dus houtrot) te voorkomen omdat vocht makkelijker in de kopse kant kan intrekken dan in langshout. Zie plaatje hieronder:
  15. I'm trying to get the coordinates of several spots on a map. EDIT: Never mind. I think this is working just fine. Thanks for your help.
  16. That's it! It would mean I'd have to enter the console everytime to get the coordinate of the player though. Maybe someone can write up a small mission for me where it would be displayed continuously on screen? Pretty please?
  17. Does anyone know how to show coordinates on a map on a certain location (X, Y, Z)? BTW: I'm not talking about the reference-coordinates on the commandmap. Thanks.
  18. He frequents this forum on a regular basis. You can contact him HERE.
  19. AFAIK, you can create any mod you want even based on another game, as long as the original content (textures, models, music, soundeffects, code, etc) isn't used. You also can not use the name as it is copyright-protected. However, you can re-recreate contecnt (textures, models, music, etc) based on or looking like the ones used in Splinter Cell, since it is original content. I also believe that if you call your mod "a tribute to Splinter Cell", I don't think a developer or publisher would mind, as it actually raises their ego
  20. GRIN, I was wondering if we'll get our hands on a tutorial about exporting vehicles (out of Max) for GRAW in the near future?
  21. I would say at this moment: none. You need a community and content to build a community-pack. Both are building up at this stage as GRAW is barely opened up for modding.
  22. Yeah, I guess that won't work. Putting multiple dyns into one door wouldn't work either as the combined objects are conscidered as one object when the destruction takes part.
  23. I can hear some sound but no video.
  24. I think he meant 58,316 x 58,316 cm. rather than 58,316 cm2. That should make a 583x583 meters landscape. umm 58,316 centimeters is 0,58315 meters... about a half meter... WOW... that's some good math you got... LOL... if there are 100cm in one metre.. that would make 58,316cm exactly 583 metre's with 16cm left over... so Digitaly TC was correct... sorry GRIN... yes, if there is 100cm in one metre then 58,316 cm is 0,58316 meters which is about half a meter, learn your decimals! its a comma, not a point! I think what we have here is a matter of commas versus point
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