deleyt
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Posts posted by deleyt
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Sorry guys me here again!

Im making headway on map making and have come across what is probably a small problem
I have no sound to tag the floor with!! Is there a plugin I'm missing or something guys???Thanks for the help again
DVS1
Did you set the options in the Map-editor? You need to point each respective topic (like Sound, Debris, etc) to the apropriate file that came with the plugin (on the cd).
There's a tut on GR.net somewhere how to do it...but I lost it...
Maybe someone can link it?
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Sensors can be shot with any rifle or blown to pieces with any explosive except a demo-charge. A sensor stops working when it's taken out.
Claymores can only be disabled by either killing the guy holding the remote or destroying it with explosives like a frag, AT, GL, MM1 or another claymore.
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Nice to see you took up 3DSM Snedker.
I can give some pointers if you want:
The teardrop-plate is overstretched on one axis making the vertical drops seem blunt and the horizontal drops too sharp. You can easily change that by sliding the U-tile and V-tile parameters inside the "UVW-MAPPING"-modifier. Also, a teardrop-plate is usually rotated 45 degrees.
The overall scale of the texture should also be adjusted, it will look better when you scale it down to 50%, that will make the drops smaller and will give your text more of a feeling that it's actually cut out of a big plate.
Another tip is:
Your edges are too "hard". With this I mean that the edge goes around the corner in a 90 degree angle. This makes your model look computergenerated. If you break the edge slightly by using a bevel the object will look much more real. Use the "BEVEL"-modifier for that with 2 levels (1st level is the extrude, 2nd level is the bevel. You can even use the thirs if you need to).
Hope that helps you a bit. Good luck with learning 3DSM.
EDIT: Here's a quick example

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Fair enough. Sorry if I'm buggin the hell out of you guys but I'm still really lookin forward to this.
Oh and how did that forested command post turn out?
No problem Suicide.
The command post is turning out nicely....it's not completely finished yet though.
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Sorry to keep buggin you guys, I'm just really lookin forward to the project. Can we expect any new screenshots in the near future?

I think we shouldn't show everything so there is still an element of surprise when the map is being explored

We'll probably post a few of parts we already showed you but then with the proper lighting and environmentsettings...my guess is that those screenies will be a big improvement on the last ones.
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LOL
working on it... 
We're experimenting with dynamic objects right now and it's looking good.
We have also remodeled the whole terrain itself and will be textured soon aswell.
Things are starting to fall in place, but a lot needs to be done still.
We also gained a couple of good scripters that will provide with enough missions to keep even the Single Player satisfied.
Work on that will start as soon as we are done beta-testing.
Sorry for the delay, but things take longer then anticipated.
" So it's not put away on the shelf ...

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Bump!
Any progress Chems?
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Voice-recognition could be a solution but I guess that will make the need for some good software alongside the game. It can also be resource demanding I guess....maybe a solution for the future of gaming?
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is there away to align one face, like the bottom of the box, to the face on the floor. so that way the box is at the same odd angle that i made
I'm not sure I get your question right, because you are not saying if you are working at object-level or subobject-level.
However: Yes, there is a way to align the particular face of an object (and moving the entire object with it) to another face.
-Select the object that needs to be moved (the box in your example).
- Hit "ALT+N" or click on the "Normal Align" icon.
- Click on the box the face that needs to align the targetface (like your floor).
- Click on the targetface (of the floor) where the box should sit.
The box is now rotated and moved exactly according to the angle of the floor.
If the location of the box is not correct, then set your "Reference Coordinate System" to "Local" and move the box with it's Z-axis restrainted.
FYI: this is an object-oriented alignment, so the whole object is aligned using the face's normal.
Aligning just one face (subobject-level) is possible too by using a MODIFIER: EDIT MESH and selecting the face in polygon-sublevel. Then repeat the aligned as stated above.
Aligning one face (on subobjectlevel) can have unexpected results though and it's not recommended.
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Here you can download a Free trial of the program. Maybe you have just enough time to convert the LW-map.
Dunno about any restrictions or options that are turned off.
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ok can 3d max inport a scene or objects from Lightwave? Maybe I can do the map and then have someone with 3dmax inport it , that i can use it in my mod.

I don't think so. Not directly anyway.
I do believe that there are converters for .obj>.3ds but I'm not sure (LW uses the .obj-format right?).
Maybe look on the net for those and work your way around it that way.
Once you got the geo converted and into 3DSM, you'll still need someone with a lot of time to add all the textures, tags and effects though (which is usually most of the work).
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The problem is, is that the map needs to be tagged and that tagging is done using a plugin in 3DSM that is not available for LW.
You could get away with it by tagging the textures in the RSB-editor but that still leaves the floortagging which has to be done in the plugin.
In addition, a lot of effects need to be added from within 3DSM, so you'll be loosing out on those aswell.
Also, the textures need to be applied using a 3DSM-modifier.
Basically, as far as I can see, it's not very usefull to use LW except for the basic geometry if it is possible to export it correctly.
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Excellent, glad to hear things are progressing, if even at a slower pace. Was starting to get worried.

All these extra locations I'm sure are going to be amazing, I really like the idea of the mobile control center, god this map is going to rock!
Thanks again deleyt, et all.

Thanks Suicide. May I add that Zeko is doing 50% of the work aswell....just to make sure the credits go where credits are due.

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It's been ages that I used Lightwave (10 years back or so) but it depends a little on how the map is exported and imported.
If the faces are still intact and the normals are pointing in the right direction, it might be possible. But it would still need a lot of tweaking and adjusting I guess.
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Bump....
Please tell me progress is being made deleyt.

Some progress is being made but not fast as before I have to admit.
We decided to make some extra spots on the map to make it more interesting and not let the castle be the only focus.
So, new geometry is added to create "hotspots", hopefully spreading the gameplay over the map.
Also a lot of detail is being added to provide enough objectives for mission-scripters (like a camouflaged mobile controlcentre hidden in the woodlands).
We are also extremely busy making all textures original, including bushes and trees. And that surprisingly takes a lot of time. It's pretty hard to make a good texture that looks good in the terrain and also hides players just enough to make it sweet. Finding that sweet-spot is hard.
We have our first original shrub pretty much ready though. Once we got the first we can use it as a base for next models.
I'm aiming (haven't consulted Zeko on this yet though) at doing some betatesting in 2-3 weeks from now. After that, people will be invited to do the actual gameplay testing. That means that people will be invited to play several MP games to test the map on playability. I'm not sure how we are going to do this without someone releasing the map too soon though.
We'll probably pick up the modding fulltime again in the next week.

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- 3D Studio Max
- PhotoShop
- IGOR (located in your GR-folder)
- Tools from the Island Thunder or Desert Siege CD.
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Hi Tiger.
RSi is currently looking for some European-based players to extend our team.
We play both COOP and TvsT and plan on participating in a couple of COOP tournaments in the near future.
We value a mature attitude in and outside the game very high and can be expected from any member at any time.
If you categorize yourself as that kind of player then I would like to invite you to our website and forum:
Red Sector Inc.: http://www.red-sector.com
If you want to know more about our policy then I suggest you look HERE
EDIT: you can contact me at deleyt@red-sector.com or using the link on the webpage.

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I have played the map a couple of times and it does look really good.
Positive:
- The jungle-atmosphere is perfectly captured with the trees, bushes, fog and color-setting. IMHO this map comes closer to a jungle-scene then the IT-maps do (even though it lacks some nice effects that the IT-maps have).
- Excellent use of lights to add even more atmosphere.
- Nice new elements like the church and the female civilians.
- Good use of terrain-layout with objects placed on obvious places where you should expect them in RW (makes the map more "believable").
- Nice mission with a simple but effective intro-movie.
- Good skins on the new civilians. Especially the girl in jail has some sexy legs
.Negative:
- Some glitches like sticky edges on rims, objects that can be walked through and some steep slopes that will cause glitching for sure.
- All 3 buildings from the examplemap (castle) and lots of objects that came with it are completely copied. To my taste: a little bit too much.
- I crashed to desktop once for no reason and I read that more people where having this. Don't know what the problem was.
- The topsoil (the basic groundtexture) was a bit dull compared to the other textures.
- A bit too high on polycount making it stutter sometimes or even go slow on low-end computers.
Overall this map is very well constructed and I'm definitly gonna play this one a lot. It has some real potential for being a nice MP map aswell if the zones are added.
Excellent job.

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yup..dropped back to desktop for me too in the first mission.
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Are you sure it's a portal-problem?
Sounds more to me that you didn't UVW-map the objects.
EDIT: ah, just read that the 2nd floor looked fine at first.
Did you group the portal right with the room?
The normal of the portal should be facing towards the room it is grouped together with.
Also check the names of your rooms and the name of the portal that stands between them.
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If it works for anything but GR then a hardware problem can be ruled out.
Since it worked with your current driver it's unlikely to be a driverproblem aswell unless maybe some settings have been changed?
The last reason I can think of is that maybe your keymappings in GR are changed. Check the options in GR and try to remap the wheel.
Also check if you installed any software that could have influenced your mouse-behaviour, like accesibility-tools.
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Are you using a Logitech mouse?
If so, then it's your MouseWare software that is causing the problem. I had the same thing.
Just uninstall it and use the standard MS mouse-driver.
If you like the MouseWare-driver then go into the properties and set the second button to "Universal wheel" (it's probably set to "Webwheel" right now).
I had still had some problems with the wheel when set to "universal wheel" though as it didn't zoom as fast as my previous mouse did (old Logitech Pilot mouse rocks!) but it works anyway.
My advice is to uninstall the MouseWare-driver and use Microsoft's standard one. That worked for me.
Good luck.
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Anything else Woolie?

LOL
Trenches????
in GR - Map Modding
Posted · Edited by |rsi|™deleyt
It all depends on how your terrain is layed out.
Option 1:
Modify your terrain (using modifier: edit mesh) by pulling vertices or faces down to create a trench.
Option 2:
- make a box
- apply modifier: TAPER, and taper the bottom
- move the box to your terrain making the top stick out slightly through the terrain.
- BOOLEAN-Subtract the box from the terrain but still leave a copy of the box.
- apply modifier: EDIT MESH, and delete the top face
- apply modifier: NORMAL, to flip the normal creating a hollow box
- apply modifier: EDIT MESH, and snap the vertices of the box to the terrain so it becomes part of the terrain itself.
- BOOLEAN-Union the box with the terrain.
- Tag it in the map-editor as floor.
Option 3:
- make an outline with lines (close 'em) of how your trench would be seen from the top.
- apply modifier EXTRUDE or BEVEL (you can make several levels)
- with EXTRUDE apply modifier: TAPER, and taper the bottom.
- move the box to your terrain making the top stick out slightly through the terrain.
- BOOLEAN-Subtract the box from the terrain but still leave a copy of the box.
- apply modifier: EDIT MESH, and delete the top faces
- apply modifier: NORMAL, to flip the normal creating a hollow box
- apply modifier: EDIT MESH, and snap the vertices of the box to the terrain so it becomes part of the terrain itself.
- BOOLEAN-Union the box with the terrain.
- Tag it in the map-editor as floor.
There are a lot more ways to do this but this will get you started at least.
Be advised: a trench is very suitable for people to glitch from it. Keep that in mind when creating it. Don't use steep banks.