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deleyt

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Everything posted by deleyt

  1. Will the review also cover findings on how it handles during online-play? As far as most reviews I've seen they only tried it as SP, not MP. Still in doubt...should buy..shouldn't buy...should buy...shouldn't buy...aaarrghh Yeah, I'm a dutchy...."kijkuh, kijkuh..nie kopuh"....
  2. In every game there is a rifle that's a bit better then al others and it will become everyones favorite in time. I do believe the OICW and SA80 are overbalanced (specially scope compared to other rifles). The big let-down for me is with the OICW having 12(!) grenades too launch and on top of that it fires at an incredible rate. They should had made the launcher more like the M16 with a long reload time and less grenades. The OICW might reflect reality but is a huge drawback on online-gameplay. It just isn't fun playing on a server with 3 respawns and everybody carrying OICW/GL....after 2 min
  3. Thanks Rocky. That is less then I expected. It would be more logical if it was a 50% decrease but it turns out to be a 30-40% decrease. I still believe it's a considerate frameloss. I also found this LINK to a guy that has reviewed them. He says they are the best thing to get at this moment if you're interested in 3D and the awe-factor is huge. Still, he also thinks the framerates drop significantly enough to conclude that the glasses are not suited for online gameplay. That holds me back at the moment for buying one as most of the time I will be playing online, not SP. BTW: does GR.N
  4. Sounds awesome...I've been thinking about buying them too but my first question is that I'm a bit worried about the framerates. The screen needs to be drawn twice instead of once, so how much framerate are you losing? At the moment I run my GR on 1600x1200x32 and I love that resolution. I wouldn't want to change back to 1024x786 because of the glasses. Any info on that? (I got a GF4 Ti4200 and no refresh-forcer running) Second question is: are the glasses comfortable? even after some hours? I tried a couple of other brands in the past and they all had these sharp plastic edges that got re
  5. I can think of three reasons: 1) not aware that the program is available. 2) not understanding how it works. 3) too lazy to do the extra work by learning it or using it.
  6. LOL..I didn't even notice him picking it....ah well...sitting in a ditch can make you catch all kinds of crawly-greeny-2000 legged-beasts (and they BITE!). You would scratch too. I got the tv-sreen animating with a sequence but didn't think of putting glass in front. Good one Chems, thanks. I did set it up for the mirror though.
  7. Here are the latest pictures. These are ingame-screenshots (no lighting is done yet so there is no darkmap and they seem a bit blunt and over-lighted). The textures are very detailed yet low in filesize. Some details are very subtle, like the drops of water on the mirror in the bathroom, the stains on the walltiles or the drainplugs in the sink. The pooltable has some nice details like the poolcue with a realistic tip and the characteristic pattern on the handle. The poolballs match their number and color and have small specular touches to make 'em more shiny. Also the pooltablecloth has
  8. Shiver...take some time off and make a coconut-tutorial..I need some for some trees.
  9. I kinda like the setup the original GR-maps have (scratch a couple of IT-maps though). I like the fact that you can sneak up behind enemies using cunningness and patience and that it relates back (in some way) to RealWorld-physics. I'm not a strong believer in modding GR into something it wasn't meant to be for, IE: SCI-FI-skins or maps or weapon-mods with superspecs.
  10. Again...excellent models there, Chems. The textures look spot on aswell. I'm a bit worried about the polycount though...they seem a bit too much for fast gameplay. Got any numbers on that?
  11. Looks pretty cool. Shouldn't be too hard to map a nice map out of that one. Good news is that you won't have too much trouble making the command map. You might want to make it more blurry then this tho.
  12. Thanks More pictures in a few days as I'm decorating the rooms now.
  13. deleyt

    Texture

    Just look on the net for tutorials on 3DSM....there are lots of those. The helpfile inside 3DSM is usually a good resource aswell. I use it all the time.
  14. Send me some screenies of the pack and we'll look into to it.
  15. deleyt

    Texture

    Are you talking about detailed textures (IE:composite-textures) ? Are you using those and still need a seperate texture on top of that?
  16. Yes, it is a custom skybox (as all textures will be). We are not sure if it's going to be this one though..we have several to pick from. The final skybox depends a little on the overall ambiance of the map. The skybox needs to add to the atmosphere.
  17. Sorry bud, thanks for your enthousiasme but maybe you misunderstood something here. I didn't give you explicit permission to use it. I simply said "the map will be made public" in answer to your question if it will be. That means that eventually the map will be made open-source but at a time when we see fit and in a map-pack we seem fit. This map will most likely already be spoken for for a special occasion (no info will be given yet ). Besides...me and Zeko probably want to see what map-pack you're compiling.
  18. The first screenshots of a textured Wilderness Castle are ready and can be seen HERE Not all objects are textured and some still have some texture-errors which need to be corrected. The map has been tested in Ghost Recon and it runs like a charm. Zeko has been working on the terrain aswell and I must say that it's looking VERY promising (FYI: the terrain used in the screenshots is not the one he's making) Screenshots of the terrain will be posted by Zeko soon I think, so you might want to check in regularly for the latest developments.
  19. Utilities panel > Utilities rollout > More button > Utilities dialog > Polygon Counter The Polygon Counter dialog shows the number of faces in the current scene, as well as the number of faces in the current selection set. Use the spinners on this dialog to set a budget for both of these values. A bar graph changes from green to yellow to red as you approach and exceed the allocated budget. Procedure To use the Polygon Counter: On the Utilities panel > Utilities rollout, click the More button and choose the Polygon Counter. Set the spinner on All Objects to create the p
  20. deleyt

    Ferrari?

    looks great...that must be the ultimate patrol-car
  21. LOL..cool picture 10MM..is that you?
  22. In GR there is already a lot of RW-physics incorporated...but what I'm missing (and what is really easy to program) is the resistance some materials have (IE: running though water/mud/deep sand) and also the speed at which one is climbing a hill or when he descending it. In GR those speeds are exactly the same which is not accurate compared to RW in IMHO. This should be introduced in GR2.
  23. I can give some tips but they might seem a bit obvious. 1) Plan your object right from the start. Picture your object in your mind and figure out how to achieve the end result. This will train you to think about the modelling-process and the available tools. I like to make a small handdrawing on paper (doesn't need to be detailed) of the top-view and the side or sometimes even a quick sketch in 3D, jst as a reference. Try to disassemble the object in main parts and relate it back to 3DSM which objects and modifiers will suit best for that part. 2) When you start modeling an object, forge
  24. Nope it isn't right....you need to group the trunk with the treebranches, not with the outdoor-room. Your answer can be found in this excellent tree-tutorial by Shiver. Just follow it through step-by-step.
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