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deleyt

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Everything posted by deleyt

  1. PayPal Donation Very nice to see a staff-member promote his own Paypal on behalf of the entire modding community....
  2. make sure you get the creators permission if you plan to make them public.
  3. I second that....the PC community made this game sell...nobody else... UBI are a bunch of dorks if they sell it first there now. I'll never buy a game from them again if this is true.
  4. A plane is very much different then a patch (quad or tri). A Plane: is made of individual vertices which are not linked in any way (interactive with a neighbour) except that it shares one wire (a line from point A to point B). The closest example I can find is a handkerchief. If you take one of the corners and pull it up, most of the material will be staying on the surface but where you pull it up it will take some material with it. (It's not a perfect example for it but I can't find anything that else that comes close. Eventually the handkerchief will pull other material aswell but a pla
  5. Trafic by TOF is probably what you're looking for. You can find it in the download section.
  6. We are trying to have a second go at betatesting it this weekend if all goes well next two days. You'll get an invitation if we are.
  7. Thanks bud. kudos to you too, I've seen your screenies you PM'ed me. I'm sure you don't need to match our map, yours looks awesome aswell. Let me know if you need a betatester.
  8. It would seem like that but it's carefully balanced not to be another IT map: the fog range is at approx. 100 meters, so that's pretty far. The fog serves 3 purposes: 1) making the transition to clip smoothly. 2) making the transition to the skybox smoothly 3) adding an ambient atmosphere of an early morning scene. Thanks San...it's gonna be more then a map though : - 1 map (maybe 2, but an easier one using the existing objects of WSV) - several weapons by Lurch32 / RSi (exact models and type will be announced later due to the originality of some) - new kitrestriction for bett
  9. Thanks all. The canyonwall will be made rougher by subdividing and pulling the faces/vertices. If I make it tile more, repetition is luring it's ugly head but I'll see what I can do. Maybe some statistics: Currently we are using 49250 polygons (according to the polygoncounter). After exporting with the map-editor the map uses 22500 faces and 13200 vertices. This includes the terrain and it's mountainous surroundings, the castle (with 20 seperate rooms and a tunnelsystem underneath), the radiobase/commandcentre, bridge to the castle. We have 315 trees (2 types). My system
  10. It is possible to use the same characters as long as you meet the mission's requirements (IE: charges, AT or whatever). I can't recall for sure if it picks the same roster as the previous one automaticaly tho. I think you have to set it up from scratch again and there's no way to save the roster. No. You will gain a specialist after completing tasks or missions, not during.
  11. Thanks for the nice comments. yes...3-4 types of shrubs. I'm redoing the textures at this moment to match the trees. Also one or two more models of trees will be added (it only has 2 now)
  12. LOL..cool..and you will get your chance
  13. Thanks Soup...but one of our members has decided to take up the job now. We've started on lighting the map and it really astounded me how much impact it has on the scene. Wow-factor times 10 Here are a couple of pictures (no bushes yet as they are being redone): Camouflaged bunker: Near the bridge: Waterfall: Early morningdew: The trenches (can't glitch of the sides -collisonbarrier-): Radio-base (needs some more objects):
  14. It should export your carkmapped textures to the workingfolder. Check your lightingtool-folder for the debug textfile. Errors are reported there. You can read it with Notepad
  15. Your sun-emitter ends up in mid air because you placed it in mid air thinking that's it's origin from where to emit. Delete your sun, go to a spot near the ground and double click at the terrain-surface, it will place the sun on the terrainlevel.
  16. deleyt

    Prison Hall

    Looks nice Prozac. Don't get me wrong, it's a pain in the ass to make a map but it's worth seeing it up and running in the end.
  17. If your material is only shaded and not textured, you probably forgot to switch your material on for viewing in the viewport. Simnply go to the material-editor and slect the material. Then click on the button showing "Show map in viewport" (it's a blue/white chequered box, just under the materials). Your material will show up correctly then. As for not getting the textures in IGOR: Make sure you copied your textures in your map-folder of your mod.
  18. Cool beans San..I'll try it in the next few days.
  19. You probably have forgotten to tag the corridor-groundsurface between the two rooms as a floor. Tag it as a floor and hopefully that will solve your problem. EDIT: ah...failed to see your AI test. If the floorpolygon was missing, your AI wouldn't walk to the other room at all.
  20. Increase or decrease your U and V parameters on your detailtexture.
  21. Might be your pivot point not being on the base of your tree (usually the pivotpoint of the group has the same origin and axis as the helperpoint).
  22. Thanks SC. Yeah we are still looking to get some weapons to complete the map a bit. Our preferences go out to one guy. We are not looking for any particular weapons but simply weapons that match up with the stock. We don't want superweapons with massive scopes, spot-on-accuracy or insanely large mags. Also they need to be really modeled, so not extruded trace-overs from a picture. We intend to make this map available for everyone so we strive to make it as low as possible on polygons. So, the weapons-modder needs to take that into conscideration. Other then that the modder is free to do
  23. You need to use the scatter-tool from your "Utilities" flyout, not the one from the "Create>Compound Objects".
  24. I made this title-screen tonight for the mod:
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