deleyt
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Posts posted by deleyt
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IT has the style of map I'd like to use..just not the content I had in mind.
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 here: mailto:captitaine-caverne@wanadoo.fr
Hope that puts you in the right direction a bit.
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I'm beginning to conceptualize my next mission. I am looking for an Island Thunder "type" map..a jungle environment.
I'm looking for a large map, with some streams running thru, maybe a waterfall or two. Need some buildings partically bombed out or just worn down especially a old CHURCH which is very important to my concept. Some hut villages spread through out the map.
Does anyone know if this exists in a map anywhere? Can NEone create this map for me? A day or night would be ok...if day..probably a rainy type semi foggy day.
thanks..please let me know!
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 doesn't have a jungle-environment.
Did you look at the download-section for custom maps?
IMHO I think you need to scratch a couple of your wishes and construct a mission based on a certain map that already exists, instead of trying to construct a map for one missionconcept.
Good luck.
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Suppose I want to make a deep jungle map with tall trees that form a jungle canopy high above. Does it make a difference to the engine if I have 500 trees with 150 types or would it work better to have 500 of the same model/name? Does repeating a single model over and over work more efficiently in the engine than working with many different models?
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 low-LOD-models would have to be unique aswell.
My suggestion is to build 4-5 (6-7 tops) trees, that should give enough diversity.
Thanks in advance and, last question, what are some good poly counts to shoot for in trees and also for a complete map like I am describing...mostly open with tens or hundreds of trees?RSE gives the advice of using around 150 vertices for each tree.
Broken down into polygons that would be around 40-50 (hard to say the exact amount).
How lower, how better ofcourse.
You have to find the "sweet-spot" between the amount of polygons used and how much detail a tree can have.
Now that I think about it...I could basically have a single (or small number) of planes with textures for the canopy and have just a few tree branches with a lot of trunks. The canopy above is mostly effect, though should be realistic in its effect in the peripheral with light peeking through at spots. there would be more to the polygons of the foliage at ground level.?That is a good way to do it. With some smart placing of some extra planes that give the impression of volume, you could have a nice canopy.
Since I'm thinking out loud here...
" ...would the bushes at ground level that the players work through be made in a similar way as Shiver's tree tut...minus the trunks.Yes. the basic technique for making trees works on bushes aswell.
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Just go to the Heirarchy tab on the right, select "affect pivot point only", then move the pivot point to the hinge.
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 helper.
If the axis do not match you can also check the "align orientation (local)" boxes....it will then copy it's axis aswell.
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Modeling: 70%
Texturing: 70%
Tagging: 40%
Lighting: 0%
Dynamics: 5%
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Just a side note here i was pointed to the local designated servers but am a little hesitant to join one as being a rather newby who's GR abilities are,,,,,,,welll not as sharp as most of you's nad hate like hell to ###### anyone off because I play like a newby regardless of how long I've played.
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 any of the ones listed on the main page of this site. They are located on the right side of the webpage.
Good luck and have fun.
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How do you make the twists in the trunk ?
I made a trunk like Shivers tree tut explains, it's a cylinder and I used taper/bend/x-form. But I can't get it to twist like the GR-birch.
Or is the trunk made in multiple cylinders ?
And how do you put branches to the trunk, I just move them into the trunk, but how do you 'melt' the parts that come together ?
Tnx in advance.
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 tho.
FYI: the bias and the limiter will not work if you use only 1 heightsegment.
If you want to use them you have to set more heightsegments, which in turn will produce more polygons aswell, so be carefull with the heightsegments.).
2) Using vertex manipulation.
Select your cylinder representing your treetrunk.
Click the Modify-tab. Click the "Modifierlist" pulldown-menu.
Select MODIFIER:EDIT MESH
Go into subobject-editing by selecting the vertex-icon in the rollout-tab (looks like 3 dots). Vertices will appear on your cylinder
Select the vertices that are located at the top of your cylinder (should be 5 vertices with a 4 sided cylinder).
Click the ROTATION-button in the top iconbar.
You can now rotate the vertices (using the Z-axis) to make the twist you are looking for.
The best twist-effect can be achieved with a 4-5 sided cylinder. If you add more sides, the twist will be less noticable because the edges are not as sharp.
Your second question: melting the parts together.
You do that with the BOOLEAN operator. It merges two objects into one (BOOLEAN can do more then just merge ofcourse).
Move the branch on the spot where you want to have it sit on the treetrunk.
Select the treetrunk.
Select the CREATE-tab. Click the "standard primitives"-pulldownmenu and select "compound objects".
Click "Boolean" that's displayed in the menu. A new roll-out menu appears.
Set the "Pick Boolean" radiobutton to "move" (at default it is already set to "move")
Set the radiobutton in the Operation-section to "Union"
In the Pickboolean-section click the "PICK OPERAND B"-button and select your branch-object.
There you go..you just "melted" two objects together.
FYI: If you already applied materials to the objects, you will get a dialog-box asking you how the materials should be treated during the operation. Select your preference and the boolean is completed.
D.
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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.

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Superman,Aug 9 2003, 06:32 ] I was looking over the maps some maps have different grid sizes.
Hunting lodge has larger grids, I tested the sensors there and
it ranged about 1/2 of a grid. On DS road block has the grids alot
smaller and the sencors ranged 4 grids. So does the scale of the
map change from map to map. The size of all the command maps
is 400 pixels by 400 pixels.
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.
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I'm glad to see that you lost the grass texture in the earlier shots for a detail texture.
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 most of the castle done.
Zeko has restarted remodelling the terrain (is it terrain number 6 Z?
he's such a perfectionist
) as we are using a new technique for making a river. It does work but we are having some issues when it's combined with the fog. So need to investigate some more on that. -
The Lost Boys
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Ok, interesting, interesting. Never thought alpha channel would be handy that way. I always thought it was just some sort of layer, but reading this it has a big advantages in 3d moddeling.
You see, im heavy user of PS and its always good to see the massive possibilities the progams has.
Cool to read that, Thanks!
BlueRose_76
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
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YEAH BABY!..I just bought a pair of the suckers.
Goodie goodie..it feels like Christmas in summertime.

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LOOOOL

OMG..that's...ehm..that's....speechless!

NICE workout!

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Who in the world uses stock kits?
I really don't like weapons mods, so I do like stock kits.P
Amen!
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Who in the world uses stock kits?
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.

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now I'm able to cut n paste my head to any younger body!
OMG...LOOOL

You could aswell spend that money on any fitness-equipement.

But I have to admit CTRL+C, CTRL-V works much faster.

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Excellent models! I surely hope you balance the specs. Nice job.
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The lower the difficulty the easier enemies show up on map and distance is slightly extended when sensors are placed and its the opposite when the difficulty is higher.
.....at least on my PC

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.
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1. What are Alpha channels and whats the point of using them? are they needed to make a GR skin?
2. Is there any place that we (beginners) can get Adobe PhotoShop for Cheeeeep? like $20-$30?
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 darkgreys) squares lined up in rows and columns on a white (or lightgreys) background.
In a game the black squares will force the camouflage texture to show through making it a "real" netting because you see the scenery behind it.
There are two ways of alpha-channeling:
Alpha Testing: this is when strictly black and white is used. This is very usefull for images that need a clear cut through the texture like for instance barbwire. Big advantage of Testing is that it only uses 1 bitplane making the alphachannel-picture low on filesize and much quicker to render in a game. Keep that in mind when making maps or skinning.
FYI: Alpha testing is also called a Hard Alpha Channel (or HAC)
Alpha Blending: this is a picture that uses not only black and white but also shades of grey. The darkgreys will be almost transparant and gradually towards the lightgreys make the texture go less transparant.
This is very usefull in objects like windows or rivers, where transparancy always fades.
An AlphaBlended channel is much more CPU-intensive to render and also bigger in filesize. It uses 4, 8, 16, 24 or even 32 bitplanes (in GR only 4 or 8 bits are allowed). Ofcourse using an 8-bit Alpha is putting more strain on the renderprocess then a 4-bit does as it uses more shades of grey. because an 8-bit uses more shades the transistion between transparant and non-transparant will be much more fluid aswell. It all comes at an expense.
FYI: Alpha Blending is also called a Soft Alpha Channel (SAC)
Hope that makes stuff more clear.

2.
I think a trial-version of Photoshop can be downloaded at DownLoad.Com.
You might want to visit Adobe's homepage aswell for downloads.

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The darkmap calculation is a bit slow, but you just need patience.
How many people here would like a tutorial on how to use the lighting tool?
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.

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Its most lickely that sensors have a globe with a Radius of 20 meters.
Since you are at the top of the tower, you thus only get flickers from the edge of the sensor globe.

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.

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I've done some investigating into this and I think sensors have a slightly longer range of 15 meters, and sometimes you'll see "flickers" of bad guys on your map up to 20 meters.
The one thing I still wonder about is - do sensors pick up stationary enemies? I think they do, but I hear some people say they don't. Maybe I need to do some more testing.
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).
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- 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.
GR: Jungle Storm
in GR (PC) - General Discussion
Posted
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).