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deleyt

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Everything posted by deleyt

  1. true true...the PC-community always need to start it up..if it catches on, UBI drops 'em real easy and go for the consoles. Shame on UBI if they won't convert it to the PC for once. This extra mod could keep us all busy untill GR2 (if ever).
  2. Come to think of it, I remembered a map I checked out a couple of weeks ago. It's included in 10mm Auto's mappack. The map in question is called Jungle, South Bogota. It's a jungle-based map with lots of fog and a river that runs right across the map. It also features some buildings and a cave-system. You can get the mappack HERE and see for yourself if it's close to what you need. The terrain isn't completely scattered with trees but maybe if you contact 10mm Auto he might be kind enough to add a couple trees to your liking. Shouldn't be too hard for him to do that. You can contact him her
  3. You're asking quite a lot here and I think your wishlist is way to detailed. This is not something you will find easy right now (if not at all). Plus, there aren't that many custom maps to download anyway....at least if you compare it to the amount of skin- and weaponmods that are available. Making a map takes a lot of effort and a lot of time. Why don't you just use one of the IT-maps if that's the setting you like to see your mission in? You say that a church is very important in your conceptand that you need shattered buildings, so that links me to the "battlefield" map, but that one d
  4. The amount of treetypes is not important to the game-engine, so repeating a tree over and over is not more efficient for the engine. It is more efficient for the modder. The polycount, the amount of alphablended (or tested) textures and the sounds are the only thing that take CPU time (the prgram itself with it's AI takes time aswell ofcourse). There is a way to make it easier for the modder though by using exportfirstmodels. There is really no need to make every tree unique. Remember that if you want to build a good map you also have to use low-LOD-models and when all trees are unique, most
  5. Just moving the pivot is too inprecise. Use the align tool for moving the pivot point to the helper: Select your object. Click the Hierarchy tab. Select "Affect Pivot Only" Click the "align" tool located at the top-bar (right beside the "mirror"-tool). A specail cursor will appear. Go to your helper and left-click on it. A dialog box appears saying "Align Selection (x)". Check the X, Y and Z boxes. On the "current object", check the "pivot point" radio-button. On the "target object", check the "Center" radio-button. Click "OK". That should move your pivotpoint exactly on the helpe
  6. Modeling: 70% Texturing: 70% Tagging: 40% Lighting: 0% Dynamics: 5%
  7. Steal their thunder and mention your a new guy to the game as soon as you join up on a server.....that way they don't have anything to complain about anymore. We all have to start somewhere and everybodies been there. So don't worry about it. All it takes is a lot of patience on your side as you will get killed a lot faster then the others and have to wait it out till the game is done. If you can cope with that, gradually you will become a better player and playtime will increase (which in turn increases the fun). If you want to join some respectable, mature servers I suggest you got to a
  8. There are a few ways to do it. Here are two: 1) using TWIST-modifier. Select your cylinder representing your treetrunk. Click the Modify-tab. Click the "Modifierlist" pulldown-menu. Select MODIFIER:TWIST Set the axis to Z (probably already is but just make sure). Enter a rotation angle in the angle-textbox. Enter a bias (the bias causes to make the twist concentrate more to the top or the bottom of the trunk, it sorta squashes it) There's also an effect-limiter that can be applied to it..just play the settings if you need that. You probably won't be needing the limiter or the bias th
  9. Nice job!Would be great to see what kind of effect the flashbang has. How does the effect take place? White flash? Cut sound?..or maybe something else? Would be great in a mission if they work on AI aswell....like a hostage-rescue.
  10. yeah true....not all maps use the same grids, it depends on their respective mapsize. But most maps will be using a 20x20 grid I think or close to 20x20). The grid on the commandmap is not an "exact" coordinate system...merely a reference. It's up to the mapmaker's descretion to determine the gridsize on the commandmap and will be made in a way that it "looks good". Too small grids make the map unreadable....to large will make it harder to pinpoint positions. The sensors do have a fixed range though..so regardless of the map or gridsize it will always have a radius of around 20 meters.
  11. Thanks. The grass was just a quick filler. We use a general GR detailtexture right now as a test but that will be replaced by a custommade one (like all other textures). Quick update: most rooms and stairs are textured and surfacetagged now. I've also started on making the castle look worn out (IE: broken off pieces on the castlewall, rubble on the floor, textures are made "old", stuff like that). After that the tunnels will be textured and detailed. I could post a couple of new screenshots of some rooms and some nice objects in the scene but I guess I'll wait with that untill I have m
  12. It has major impact modelling. An alpha channel just makes you create gaps in a model without having to make an exact trace. The alphachannel is made solely for this purpose...to save polygons. I'm not sure what the question was by MarkvanDamme tho...it's not being asked .
  13. YEAH BABY!..I just bought a pair of the suckers. Goodie goodie..it feels like Christmas in summertime.
  14. LOOOOL OMG..that's...ehm..that's....speechless! NICE workout!
  15. I really don't like weapons mods, so I do like stock kits.P Amen!
  16. Who use stock kits? A lot! Most of the mods are bagged with rifles and kits..but there are few that are really balanced. Yeah the OICW and the SA80 are slightly overbalanced in comparison to the rest but it's not even close to how much other mods do....mega-zoom, instant-closing rets, superaccuracy....what are these guys thinking (coughGRM48, Flavacough)? I simply can not understand that modders can make a weaponmod with that much power.....those mods simply kill gameplay. My opinion ofcourse.
  17. OMG...LOOOL You could aswell spend that money on any fitness-equipement. But I have to admit CTRL+C, CTRL-V works much faster.
  18. Excellent models! I surely hope you balance the specs. Nice job.
  19. hmm..I'm not quite sure if that's the case. A sensor always has the same range as far as I can tell. The setting for the difficulty in a game is (usually) only applied to the enemies abilities to spot you or shoot at you. Not the other way around.
  20. 1. An Alpha Channel is basicly a picture which is toned out in black and white or shades of grey. They are used as an overlay over an existing image causing the blacks to make the image transparant and white to make them non-transparant (transparancy is also called opaque). It sometimes can be inversed aswell, where black is non-transparant and white is transparant...depends on the settings. With this you can create for instance a camouflage netting that's drapped over a bunker. The normal image would be a plain camouflagetexture and the alphachannel would be an image of black (or darkgr
  21. A bit slow?? Make that REALLY SLOW I think any tutorial is never a waste. So go for it if you like writing it up.
  22. You could be right there Swarm..very good remark...I didn't think of that one. Yeah...the sensor probably is a 20 meter globe and that explains the flickering pretty clearly. Nice. I'll try to fix up a quick test-map this week to see if it is a globe indeed.
  23. My first post was a typo...the range is 20 meters. I just tested it and it picked 'em up at even 22-23 meters sometimes (that's when they flicker). The sensor does pick up stationary enemies but I think they start to go awall when there is some difference in the level between the enemie and the sensor. For instance on the airport-night map try placing a sensor in the top of the tower....sometimes it picks enemies up that are located on the groundlevel..and sometimes it does not. my guess is that it has something to do with the sherman-levels (not sure though..just a guess).
  24. - The radius of a sensor is 20 meters (from point of placement). - the grids you see on the command map are 20 meters x 20 meters. EDIT: accidentally give the wrong number..sorry..20 is the right one.
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