deleyt
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Posts posted by deleyt
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Nice model and texturing there Snow.
Thumbsup!
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A Realtime Daylight System isn't featured in GRAW.
It is in GRAW2 though.
What could be the case is that on some area's the terrain is blocking the sun (lightsource) while on others it isn't, changing the post-effects like HDR and bloom.
These effects can be so influential to the scene that this difference can be mistaken for a shift in time of day.
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what sort of material are you looking for?
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For a random pattern, quite easy actually:
- create a plane
- give it a fair amount of segments (say 200x200)
- add an edit poly modifier, go to vertex subobject level (hit "1")
- press "CTRL+A" (will select all vertices)
- add a noise modifier
- fiddle with the settings to get the effect you're looking for.
- apply a material
- add a UVW-map modifier, set it to "box" and fiddle with the settings to get the correct dimensions.
Easy does it....

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Yeah.
Fixing the portals will probably mean I need to rearrange the shermanlevels.
The problem lies at the ladders. They use a shermantransition, but because the transitions are so close to one 'n other, the transition (which is in theory just a portal) is missed.
Rearranging the shermanlevels will mean that each mission needs to be setup from scratch again.
I will probably look at it next week and see if I can get it to run properly.
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sleeper is right, [GR] map making its not hard but its not easy either
Ehm...I think he said "map making can be a pain in the ass. It's easier than some people make it out to be".
And I agree with his statement. What makes you think it's not hard?

I may give a shot to map making again (I own version 5)
Max5 works with GR. So why would you need an importer to "give another shot to mapmaking again"?
If you own it, you can start right now.

An importer isn't gonna solve issues like levelplanning, shermanlevels, animations, dynamic objects, tagging, sticky edges, portals, occluders, etc, etc. Those still need to be manipulated or created by the guy/girl that's planning on reworking the map.
Remember that each map is custom made. Altering or adding stuff can break it.
If you want my opinion, I think lazy people would only use an importer. They never would and never will take the time to learn the engine, to explore possibilities or how things work in general. Even if they did have Max5.
They just want a quick fix. In the end, it never works out and the intentions quickly fade.
Seen it happen too many times in the past few years.
I agree that Max is an expensive program and understand that people are not willing to put down the dow just to create stuff for GR. I'm lucky that my boss bought the software for me.
I'm not opposed to Ronin's plans of creating an importer.
I think it's an awesome demonstration of knowledge and creativity if you can pull something off of that magnitude.
In short, creating an importer is modding in my view.
I'm looking forward to his importer, although I'll probably won't be so keen on the people that will be trying to use it.
But like Ronin said, "it's pretty near impossible to have the good without the bad. Nearly every invention or technology has been used for purposes other than that intended by the inventor."
We'll just have to wait and see though.
I have a feeling we won't see a lot, but original maps from GR with some extra boulders here and there, or some model they freely downloaded from www.3dcafe.com (try it guys! they got some nice couches and ferrari's over there!).

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or go wild on 3dmax (i have no clue what that might involve...)
A lot!

Modeling static stuff is quite easy but setting up the textures and the XML's are a nightmare.
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Thanks ZJJ.
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I seem to be unable to find all the previous awards throughout the years.
Where are they and how can we view them?
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I managed to make a hairy box
It's a good start for doing a self-portrait....


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I just bought Island Thunder AGAIN because the disc was scratched

Piece of cake though...went on the internet and it just cost me a couple of euro's.

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That's irritating....
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Looks fantastic! 5 Stars!
And slightly OT, is your local pub called the Watering hole?
I think it's called "Tough Momma" considering Misses Snow dragged him to it.....


Nice stuff again there. inside of the door looks really slick.
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HA!!!

A few days ago I found an older version on one of my other harddisks and it was decent enough to continue work on.
So....this might not be down the drain afterall.

Been spending the past few days adding more scenery and more detail.
Still need to do the rope-bridge, parts of the waterfall, adding two dozen of boulders and the geometry should be done.
I'll probably add the regular foliage GRIN made (sigh
), as I've got no clue how to get those effects (leaves falling when shot, moving branches, etc) added to the objects.Textures and XML's is gonna be a pain in the butt though.

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...health regenreation...
I seriously think GRAW PC should have had this feature built in from the start
I seriously think it can do without....but that's just my opinion.
I doubt anyone will be able to make a mod capable of regenerating your health though.
You might want to wait for GRAW2....it has a new character: a medic, able to patch people up.
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Looks cool!

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Yeah, running out of memory and crashing the system can be a pain the buttocks. I've had my share (and still do at times).
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Edit: Just did a test on my window plane in regards to refraction and it does indeed give a degree of refraction, I'm not sure how well it's calculated though since glass thickness also would affect this

You can easily test it with a Shell-modifier on that window plane

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Just need to deside now if I want to leave the rear window clear or if I should make up a blend material with mask to look like there's a demister element added in the glass aswell.

As long as it's on the original model, definitly a demister element!

It'll add to the detail of the entire car and since you're doing a high poly model....

This thing is really coming together now, with the glass starting to fill in.
Are you planning on using one plane for the glasspanes or actually giving it thickness and some refraction?
I really like how clean the model is (no dents or shading issues). I see you also took care of the seam at the mirror-axis.
Good stuff.
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Happy New Year from The Netherlands!

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Ok, Rocky dling it now but with really bad speed

Downloading with 250 Kb/s here.....

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Nice job guys. Congrats on getting it finished.
Looking forward to playing this mod.

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When I look thru my scope its pointing torwards the sky and it will not adjust down over my target, unless I goto a crouch position. SEE MY GAMEPLAY SETTINGS below to understand why this is major gameplay problem.
-How do I turn off or adjust the mouse xyz coordinate restrictions for the prone position?
-Is there anyway to stop the gun from being withdrawn when a player gets too close?
Yeah, it's a very nasty "bug". It's not really a bug but more of a restriction due to the physics (collision) used in the game.
I believe (not sure) that the magazine of the weapon is touching the ground, preventing it to go down further.
So going prone is screwed up. I think they changed it slightly in the latest patch 1.35 though, making some what more room for aiming but still annoying as hell.
The sidecurbs have the same annoying issue: whenever you move over them, your aiming goes up way into the air and aiming down isn't possible.
It's a very annoying gameplay-issue.
As for being able to override the fixations, I guess you can't as it's hard-coded.
The "withdraw"-issue actually makes sense since hugging the wall with your gunbarrel sticking through the wall would only lead to glitching and would look silly in general.
Another option would have been to not withdraw the weapon and just stop the player from moving further.
The problem in that option is that you're not able to get as much cover as withdrawing your weapon.
So I think GRIN did a smart choice there.
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Besides some small bits and pieces, the mesh is very clean. Nice job Snow

Yeah, you probably have to set the radiosity again and calculate a new solution.
The render looks kinda dull now, with little specular but a lot of ambient going on. Reflection also seems to carry on forever, so a falloff would do nicely.
Maybe we're jumping the gun though as the model needs to be finished first to even conscider lighting

Looking forward to seeing the progress on this project.

Raising and lowering terrain
in GR:AW - Map Modding
Posted
Actually, there is.
But you'd have to use Max ofcourse to build the tile, like you said, and have to know the exact tile-dimensions and elevation. Elevation is probably the hardest parameter to get right.
I'm working (off and on) on a new terrain for GRAW and was able to add models like tiles within an environment-set.
I must say I haven't exported or rebundled the package yet, but that's just a formality I guess.
It's working fine in the editor and in-game, though.