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deleyt

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Everything posted by deleyt

  1. That would be: - 1 bitplane on Alpha (A1R5G5B5). - Alphatested (comparisonfunction and value depends on your texture). You can use an AlphaBlend (more then 1 bitplane) aswell but seems to me a waste of CPU time.
  2. I have tried 3D Home Architect once I think and it went right back up the shelve again. I'm not sure if it's possible to export to 3DSM though but my guess is not since these progams pretty much use their own format. You could search the net and try to go to the manufacturers site and see at their specs if it does. Still...once you managed to learn that program and export the building to 3DSM, you still need to apply the textures and tagging and export the map using the plugin. Either way, you won't get around 3DSM for making a map, so why waste a lot of time learning a program when you ca
  3. You also might want to take a look at Alpha Squad's SR missionpacks (taken from their tournaments). The download link is in the mainpage on the right, in the bottom. They require a more different approach and are not about "kill-em-all"-missions. Have fun. Here's the link to make it easy on ya: SR2003 Mission-pack There's also a SR2002 missionpack around I think but you'll have to find it in the download-section.
  4. True true. Very usefull for people that want to make a campaign of some sort.
  5. LMAO!...go snake!!..go snake!!....you tell 'em dude!
  6. Very cool! I like the .45 aswell. nice job guys!
  7. Remember that it can have weird side-effects. The geometry and it's tags will still be there, so everything in the game-engine will react to it accordingly. This means that if you shoot just passed her head and you happen to hit the part of the hair that's alpha'd, she will still get hurt although it looks from the shooters viewpoint as if he's aiming past it.
  8. Red Sector inc. 69.56.245.66 MODS: DS+IT http://www.red-sector.com
  9. Ver, very sweet model Thumper. I really like the textures on the regular one.
  10. Swarm is making a high poly weapon anyway....so the count isn't a real issue.
  11. There wasn't a readme file..I only got the BCUtil.exe file EDIT: I "snooped" in the same folder where that .exe file came from and there was a similar .zip file. Downloaded that one and it contained the readme. I got it up and running now and it tracks. I'm wondering: Why isn't the IP mapped on the visitorslist aswell? The ban-button isn't lighting up once I select a name or IP...is this a feature only for registered users? Thanks.
  12. I downloaded the IP/Name-mapper and installed it on our server. I only see the IP's in the "current connections" list. All the names are left out, calling them "Unknown". The "visitors", "Name-IP", "IP-Name" lists are blank. So basically that doesn't help us much. Are we missing something?
  13. Nope, haven't tried that. I made the decision not to model too much in AutoCAD simply to retain the stack in 3DSM (Ghost Recon was made in mind that it was moddeled in 3DSM). So I used ACAD to lay out the plan in 2D and make it 3D in 3DSM. If you feel you are more comfortable with modeling in ACAD then there shouldn't be a real problem (except for the odd wrongfaced normals maybe) I would recommend 3DSM though, simply because it's easier when you need to change things later on.
  14. Looks good Swarm. If you are doing hi-polys anyway, you might want to conscider beveling the sharp corners aswell. It will make your models look less "computergenerated". Just a quick tip.
  15. Yes, it is possible to draw your plan in AutoCAD. As Biro said, I did it for the castle in White-Skull Valley. You can either export the plan and extrude it in 3DSM or you can extrude it in AutoCAD. Both techniques work, except two disadvantage for extruding in AutoCAD: it doesn't cap the bottom and the top and the extrusion isn't parametric after export. I use AutoCAD to make sure I got the right dimensions and because it's easier for me to work very accurate (using offsets and such). There isn't really a bad or good way, it's simply what you like best. Good luck
  16. It's coming along nicely Biro...keep it up!
  17. Not yet...we still have too much work to tie ourselves to a deadline. (yes...it's taking a long time but hey, we all have our daily lives and work aswell )
  18. If you set a light to cast shadows it will produce a shadow to be casted onto any objects that is allowed to cast a shadow. I guess this is a bit confusing but basically you can have three objects: A) A lightsource B) An object that casts a shadow produced by the lightsource C) An object that receives the shadow casted by the previous object. If the lightsource is set not to cast shadows then it won't cast any at all. It will simply supply light. This is usefull to light a certain area for instance without having the need for the shadow it produces. It's basically to achieve a certai
  19. That is correct. The castle and the screenshots you're refering to, are all part of the same map.
  20. The only things we use from the original game are the weapons, sounds and characters. All the rest (map and textures) will be provided by us. That means it will run if you only have GR but you might be missing out on some scenery-soundFX since some come from the DS/IT package. You will still be able to play though.
  21. Make sure you got a different channel set in the material and for each UVW.
  22. Nope .. I have a different paypal account .. this one is hanrs and i won't see any cash from it .. but if u want to have my link u can send me an email or pm and i'll give it to u It seems you're missing the point. I won't be needing your account but thanks anyway.
  23. You can't change the observer-mode when a player dies, it's embedded in the core of the code.
  24. Happy birthday Zebb! Have a nice day bud.
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