deleyt
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Everything posted by deleyt
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Thanks Dannik...been looking all over UBI for this.
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I'm trying to find the webkit for GR that was downloadable 2years ago on GR.com But ever since UBI changed their webpage, the webkit has disappeared with it. I'm particularly looking for the Black&White logo most people know from the game's titlescreen. Does anybody have it for me or has the link to it? (in .psd format would be preferable) The webkit would be nice aswell. Thanks in advance. deleyt@red-sector.com
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It has already started. The slots are full. You can find the thread HERE
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Happy Birthday Suicide Commando
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Maybe a more accurate discription would be: a normal is a "tag" on a face to tell the render-engine to draw that face's side when facing the camera.
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Yup...San is becoming quite a library
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Very nice job Chems. Keep at it
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Looking for weapons-modder. We are looking for somebody to enhance our map with a couple of new weapons and some restrictionkits. We simply don't have the time to work it all out ourselves so our idea was to get someone in, to take that job on his/her shoulders. We leave the creativity totally up to the modder and we will not make any demands except for one: the new weapons need to fit in to the standard of the stock-weapons. This means that we won't be looking for "super"-weapons but specs that can balance with the original ones. Anybody that likes to participate, please send an emai
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LOL..that reminds me of this little puzzle for blondes: And because they are so funny...here's the rest of 'em:
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use "pyramid" to create the outer shell of your pyramid. use "box" to make your walls.
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No offense X69RZX, but I looked at your map and it seemed to me that you're lacking too much knowledge of 3DSM right now That doesn't mean you can't become a master of it ofcourse. My suggestion would be to learn 3DSM a bit first. Looking at your max-file, there is simply too much you need to know about 3DSM before you can even think about making a map for GR. Start out with modeling some simple objects first and manipulate them so you understand the basics. If the 3DSM manual or build-in helpfile can't set you on the right track then use a search-engine to find you some easy-to-start-
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It's not a complete list but satisfactory for the test were doing. It's a simple checklist for the testers
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Some news.
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I'll see if I can make a quick one in the next coming days.
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FYI: That tutorial is a different method. That one explains displacement using heightmaps. But if that does the trick for you, then who cares?
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I use "terrain" to make my layout and my terrain looks exactly like the example on the cd. The first advantage with "terrain" is, is that you are able to set up the basic layout of the terrain (hills etc.) by using 2D shapes (use them as your contour) and still be able to change it afterwards by simply moving the contour-objects. The terrain will adjust itself accordingly. But, much more important, the biggest difference between "terrain" and "quadpatch" is that "quadpatch" uses a fixed set of polygons making up the mesh. So in most cases you're using more polygons then you actually need.
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Your export said that 0 faces and 0 vertices where exported, so that means there is no data in the mapfile. Your roomlabel is incorrect. It should be "_1" not "1". Also, tag the floor before you group it (in this case it doesn't matter that much I think but to tag it before grouping, is technically more correct)
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You're not an idiot Sleeper...it's just a mix up of terminology. It's very common. Anyway...test it yourself. I would love for you to prove me wrong, but this is as far as I've come up with.
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I know which ones you're talking about Sleeper, but those are not animating....that's called scrolling. I'm talking about physically using 9 images to animate a texture in both the RGB-channels as in the alphachannel.
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Yes, 2 alpha's are no problem...but I used an animated alpha.
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Cool. Thanks for the tip..I'll keep that in mind. Here's something else I found out when trying the cloud-thingy: - the cloudplane will take away the flare of the sun. If you set the plane in the game-tab to "gun-transparant", "grenade-transparant" and "LOS-transparant" the flare will shine through again. - animated, transparant texture and another transparant texture behind that one will cancel out the latter one.
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Sure np Sleeper... Yes, the fog compensates for that, but then that also hides most of your skybox (since the cloudplane is pretty high in the sky). So to get one effect, the other is cancelled out in the process. I value the skybox higher then the floating clouds, so I dropped the idea. I swapped it for a different effect " ANY MAC-USER that's familiar with this: Since we have 100% custom GR textures I'm also thinking about converting White-Skull Valley straight for the MAC. I've read that basically the only four problems are: - sound-format .AIF - .RSB in A4R4G4B4 or A8R8G8B8 -
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I already tried that and it works...there is one drawback though...most of the time you will need to set the clipping-distance: and then the idea falls apart, because your sky get's clipped in mid-air leaving you with an ugly hard edge where the cloudplane sits. Bummer!
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Sounds nice Nightmare. Would love to see some screenies.
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|rsi|â„¢monkey has begun working on a map that has both indoor and outdoor shooting ranges. He's just started with 3DSM, so it can take some time before it will be finished. It will contain pop-up targets with both bullseye and sillouetboards (good-guy/bad-guy) and scripters can simply place 'em anywhere they please as they will be tagged as vehicles.