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deleyt

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Everything posted by deleyt

  1. I think it can be done but I'm not sure. The problem that may arise is that only one part of the door opens while the others won't, I'm not sure though, so it's worth a try. - Create the door as you want it to be. - Create a helperpoint and copy it as much as you want to have individual destroyable pieces, all positioned on the exact spot. - Carve the door into destroyable pieces. - Treat each piece as it was an individual door, each with it's own helperpoint but on the exact location like the rest and tag it.
  2. I think he meant 58,316 x 58,316 cm. rather than 58,316 cm2. That should make a 583x583 meters landscape.
  3. Woohoo!!!..Let the mods fall upon us! Downloading now.
  4. Wow! You seem to be on top of things here. Thanks for all the effort you (and the team) are willing to invest into this. I'm sure opening up the modding-capabilities will be a huge step forward and will result in some amazing mods, increasing the fun-factor. Things I like to know more about (for the time being): - Creating multiple floorlevels within a scene (like the church with the staircase and landings) - Creating your own volumetric and combustion-FX (smoke, rain, snow, fire, dust) - Creating portals (I know GRAW uses them, as I've seen it go wrong once or twice ) - Use of alp
  5. yeah, and if you have a map or whatever that you really like, whats so wrong about paying hommage to it and recreate it your own way, with the tools that you have? everyone doesnt know how to use a 3d package such like 3dsmax, I think its really great that basicly EVERYONE can make maps with this ! Although the editor is cool, I do agree that the editor's content at this moment is minimal to create something special. Particularly the static objects are lacking. Static objects can not be elevated, making elevation in a terrain (critical for tactical gameplay) impossible. Sure, there are e
  6. Sorry about that. I'll explain it better next time
  7. I don't know the purpose of the file but I my guess would be that it's something like a texture-database (hence the name texture_db). Maybe for debugging or compiling purposes?
  8. Go to the rootfolder of GR3. Open "context.xml" with notepad. Find the lines: <!-- Enable this for bundled versions. --> <compile xml="false" scripts="false" mopps="false" texture_db="false"/></context> Set texture_db="true" Run the game and start a mission. A binary file with textures called texture_db.bin should be placed in the texturefolder now. I can't open the .bin file though, so maybe someone can take it from there.
  9. Smith, check out this article pointed out to me by CR6: 7900GT cards overheating
  10. It should be olive-green right? Try pulling up the contrast and washing it out with saturation. Usually does the trick. Model looks great snow. EDIT: just saw Prozac's render: That's awesome too.
  11. In the pre-version seems like Deathmatch will only be 1v1, rather then all vs. all. See the poll on the right side: http://www.northcon.de/news.htm
  12. Just read it. I did have some issues of the system locking up but after switching the memory sticks over, it's pretty stable so far, evern after running GR3 for several hours. I might have to do a 3DMark06-Point Sprite test though, to see how much artifacting I'm getting. I will also sink the troublesome IC's they are discussing. Thanks for the pointer.
  13. Partly. Primary reason was because my home-office needed a new system, so I could just as well upgrade to be able to play GR3 aswell. I've already opened up Max again to work out exactly where I left off
  14. Abit A8N 32X SLI XFX Geforce7900GT Extreme (SLI ready) 2GB Patriot matching pair (2x1GB) AMD Athlon X2 3800+ Maxtor 160GB SATA
  15. I've looked at the modfiles and there are several small issues going on: - You've got to set the coordinates of the map's scenecentre in order to make the AI display correctly on the map and also make it possible to give them waypoints. Check your 3dsmfile of the map and locate the scenecentre. Set the correct X and Y coordinates in the environmentfile, that shoudl fix it. - Some plateaus are not tagged as a floor or have a collisionwall, so you're just walking right through them. - The floor in the first hut you encounter when coming out of the canyon has an elevated floor that does not ha
  16. I had the same bug several times at random.
  17. What OSO said. I haven't finished all of the missions yet so I might be missing out on something but so far the sky looks kinda dull. Most of the times the sky is plain blue with a tiny blue gradation in some area's. The sun itself seems to be a large hazy bulb and I can't seem to notice it "flickering" the way heat often does. I also can not see a lensflare, like it was used in GR1 that gave you that blinding impression, which is a real shame. The sun does give you the impression you're in a warm area though. Additionally, the "air" does have a great fading-effect in the distance. Kin
  18. Reading the above statements I'm making thsi out as that there is no anti-cheat function available for GR3 at all (at least I can't seem to find it in the server-settings), and looking at the patchlist that was released by UBI today, there won't be an anti-cheat-function at all?
  19. I think it's actually quite the opposite. An urban layout often provides a lot of cover, which makes it easy to run fast in and out, using all the alleys. Rural on the other hand has little cover, so you really need to pick your moment before getting yourself in the open. I would prefer a rural map for GR3, mostly because of the reasons JASGripen is mentioning.
  20. Nice patchlist! I'm hoping the HUD-fixes also includes a patch for the yellow diamond covering your reticle on some missions (garage and embassy) Pretty annoying that is.
  21. Ehm...it came with the moddingtools for GR as an example. You probably could have spent the time to convert a different map
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