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deleyt

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Everything posted by deleyt

  1. You can deactivate the mod, that leaves you with only the original DS & IT mods, so you can switch anytime without much trouble.
  2. 90 new maps??? I doubt that they are maps as I don't think that there aren't that many custom maps around. This probably is a conversion mod (night>day, day>night and such) with some added maps maybe. EDIT: I just looked at the so-called "map-pack". It's a conversion-mod not a map-pack. I don't know why this guy called Dr.X calls it a map-pack though. There seems to be alot of confusion about the correct names causing people to name it something it isn't.
  3. Sorry, I can't give you a precise date yet. We had a meeting and a playtest a couple days back and we've decided to add a couple more "scene-attractions" besides the castle. That should ensure enough possibilities for mission-scripting and diverse gameplay. We rather release a map that takes some time but that lasts for a couple of months then one that is discarded after one round. Also please take into conscideration that so far all textures are custom-made...and that takes a HUGE amount of time. To give you an idea: I made the rough layout for the castle in about 10 days...the textures
  4. - Please..please...NO use of any of those arcadish Unreal-type engines. That would completly ruin GR2. Let the GR2-engine be based on the same principles as the GR1-engine but updated to it's current standards. - Support for Linux. It's a pain in the ass and also pretty expensive to rent a dedicated GR Windows-server. - Easier moddingtools and better documentation.
  5. A little later as promised but here they are anyway: screenshots of the tunnels and some additional ones. EDIT: the map is not lighted yet. Tunnels: Outdoors: Warehouse: Maingate:
  6. 1600x1200x32 on a 19" Philips Briliance. I never want to go back, it's excellent.
  7. More screenies in a day or 2-3. I'll probably have the tunnels done by that time and Zeko the basic terrain.
  8. They're not hiding in the bushes. The scripter (dunno who made it) placed a couple of tango's close by a wall. When the mission starts the tango's get dropped "inside" the geometry at times keeping them trapped. Since the normal is facing outward he can see you (and shoot you) but you can't see him, making it impossible to complete the mission. That's basically it.
  9. You can either click on the "QUOTE" button of the respective user you want to use his/hers qoute from. It's located at the top right of each post. Click it and all text inside that post will be quoted. Another option is ot just writh your post and use a [QOUTE] and [/QOUTE] tag for the text you want to be quoted (I misspelled the tag wrong on purpse otherwise it would start the tag. Make sure you unquote the text otherwise it won't work. So syntax: [QOUTE]bla...bal...bla..bla...[/QOUTE] <--- misspelled again on purpose.
  10. Not even closeups so the layout isn't revealed? ahwell...back to the waiting-game...
  11. aw! 4 guys on one project! Such luxury! Hope you get the textures done before your departure Chems. Looking forward to this one. @ Shiver: since you're working on the map..got any screenies yet? (Could be I missed 'em on Platoon though). Chin up buds..you'll get there...
  12. deleyt

    F15

    MP06 has little over 43000 to be precise But back to the Eagle: if you stick it inside a hangar then it isn't a problem, true, but it would be damn awesome if you could get this bird to fly. Come to think of it, if it flies it would probably go too fast to notice the detail anyway, so you could conscider making a higher polymodel as a stationairy and a low polymodel for the flyby's (the bottom of the eagle can be more detailed as that is most likely to be seen most of the times when it's up in the air). That would be excellent for modding a mission that involves both. Just a thought. Exc
  13. I just had the funniest thing: I didn't like the glasstexture and the way it affected colours shining thru. So I decided to change it all together and adjust it. Opened Photoshop, changed the main texture, changed the alpha, took me 10 minutes of work. Saved the picture and fired up GR. When I was in the game: WOOOT!..no change! I figured there must be something wrong with the alpha, so closed GR and went back in PS again. Adjusted the alpha some more, saved it again and fired GR up again. GEEZ..am I blind or what? I simply couldn't notice any change. I repeated this 5 times after th
  14. Excellent....now you're out of excuses for not finishing Starship "
  15. Ehm...not really...I didn't have any problems with it at all. You might want to contact 10mm on this one.
  16. 1980:SAS EDIT: it went from M16 to choclades becasuse of all the M's: M1,M14,M16..MMMM's (quite a puzzle)
  17. START>RUN>type "regedit" That get's you in the registry-program where you can manually add or delete keys. You can search for entries like "GhostRecon". It's pretty tricky to mess with this stuff though..so you better be carefull.
  18. deleyt

    F15

    If you can't get it to fly it would still look pretty cool even as a stationary. Good job there Prozac. I do think 1500 polys is a bit on the highside though, considering 15000 polys is your avarage limit on a map to make it even work on a low-end machine. This baby takes up 1/10 of your total rendertime. I'm pretty sure (looking at the model) it can be made much less than that. Using the SMOOTH-modifier could solve some of your problems when the model is reduced.
  19. Excellent....now all I need is a server. Edit: Hawk, nice job on the stats.
  20. deleyt

    new Map

    Ehm..they don't work..the link is broken off.
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