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deleyt

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Posts posted by deleyt

  1. 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. :D

    deleyt@red-sector.com

  2. A normal is the side that faces the camera.

    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. ;)

  3. 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 email to deleyt@red-sector.com or zeko@special-recon-service.com.

    If you have any mods done already, please forward some pictures.

    :rocky:

  4. 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 :ph34r:

    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-tutorials.

    There are a lot of them on the internet to get you started.

    It's the hard way and not always the most rewarding one (it will be in the end though) but it's the only way to learn it, practice makes perfect (or at least close to perfect) :thumbsup:

    Again, it's not to put you down or anything, it's just an observation after seeing your max-file. Good luck.

  5. 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.

    "Terrain" doesn't. It simply takes your contours and connects them, using only what is needed. And that means you're saving a lot of polygons.

    If you need some parts to be more detailed afterwards, you can simply select the faces you want to have more detail in and "tesselate" them.

    It needs a bit more practice then "qaudpatch", but I think it's worth it.

  6. 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)

  7. Aha! Scrolling is quite a different thing. ;)

    Ive always had scrolling clouds in mind as opposed to animated, thats where my brain went askew to yours I think. And I didnt think about the difference between animated and scrolling. I get the idiot award. :rocky:

    You're not an idiot Sleeper...it's just a mix up of terminology. :D

    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.

  8. Use the A4R4G4B4 for your composite, colored ground texture(the one not tiled), if you use the A8R8G8B8 it will not darkmap properly for some reason.

    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. :D

    - animated, transparant texture and another transparant texture behind that one will cancel out the latter one. :wacko:

  9. Im betting that you can adjust the fog to compensate for that. Ive always thought the fog settings and clipping settings to be a little tricky and I havent exactly figured them out solid. It has always seemed that the settings arent exactly implicated in the manner described in the .pdf and other sources regarding them (not an uncommon thing for modding this game) ;)

    I'm planning on trying to get it to work sometime, we may have a slightly different idea on how to make them though. Ill get back to you on it, I may just have to work on it in a test map.

    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

    - filenames under 32 characters

    - mod packed in .zip format (not as an .exe)

    Can please someone confirm if this is the case? Any info appreciated.

    I hope we can share some of the fun with the MAC community aswell. :)

  10. Animated clouds- I was toying around with these as well, make them a part of the map, not the skybox. Just a couple animated texture cloud planes placed above the map should work out fine. I was planning on putting some in one of my new maps but you just may beat me to it :o:D Ive got some more tricks up my sleeve so Im not worried about. ;)

    Great work guys.

    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! :(

  11. |rsi|™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.

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