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shiver

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Posts posted by shiver

  1. Ok,i have PS on my old comp which is on Windows 2000pro.I got a new comp on XP and transfered my PS from my old comp to this one.now when i load PS a little box comes up saying my moniter is defective and recallbrete(s/p?) it.then i click ok and it loads fully,after it loads it normal i can load any rsbs and stuff but the color squares(the white and black ones) are white and black its more like a yellow tan and black...i clicked it and it doesnt have a white on there :blink: ..anyone know whats wrong

    are u familar w/ that window that pops up when you double click the box

    that holds your foreground and background colors?

    Because you can enter colors manually via numbers.

    You would enter 255, 255,255 in the R G B boxes to get white.

    Check under image->mode and make sure you have rgb checked.

  2. ok i got hold of 3dmax 5 and well i think theres a problem with it ive got the gr mod on it and i followed a tutorial bit by bit but when i came to opening a file i had an error message saying i couldnt open it is there summit i havent done? i know ive read everythink but i might of missed summit

    what file were you trying to open?

  3. tisch I would hope it would work if ya spend all that money on it

    I'm sure it will work...someday.<g> when rse moves up to 3dsm 6 they'll

    get some new plugins made for it.

    Maybe they already have and will release new plugins w/ the next version

    of GR ?

  4. Yeah course i am, the only changes are its textures, and that the bug homy place, ive re made that loads of un need polys in there, and also the main flat section, lots of un needed polys there too. But you did all tha hard work. Then of course theres the fort itself. Ill send you a SS in the future on the next export. :thumbsup:

    ah. thanks chems.. I was mainly interested in seeing the walls, but I'll

    gladly look at anything you wanna send me.

  5. ah.. ok. I was misled by the title of the post. I think you've covered

    every possible cause Deleyt, I can't think of anything else that might

    cause polys not to show. I ran into a problem once w/ a rock that wasn't

    fully rendering in game... sorta looked like a ghost.. and it was because

    I had left an alpha channel in the texture that wasn't needed.

    So if anyone wants to do a GhostTown mod... :shifty:

  6. A room has an outer boundary.

    The boundary is defined by all the objects that are contained within that grouped room.

    When you connect one room to another, the portal needs to be contained exactly inbetween the two rooms where the boundaries meet.

    So basically, when you get the message "Portal:p01_03 not contained in room 3" it means that the entire portal or some part of it is not contained within that boundary.

    To fix this, you need to move the portal so it fits exactly in both boundaries.

    In practice this means you need to snap the vertices of the portal to the gap.

    Also keep in mind that a portal needs to be co-planar.

    could it be possible to get that error if you don't have a roomlist file?

  7. Hi all

    I have been working a lot on this problem, but I can't seem to get it right. :wall: I am doing a mop that has a house with some very detailed objects in it. The main trouble I am having is after loading things in IGOR some of the ploys are missing. I am a real newbie when it comes to texturing :stupid: . Most of what I know is self-thought. I don't like to bother you guys with petty things. I love this 3D stuff. I spend about 10 to 12 hours a day with it but I am baffled with this.

    Thx

    Jeff

    hawkeye,

    could you pls give the steps u used to apply the textures?

    I'm assuming you made sure to put a copy of the texture files

    in your export folder. You must ofat least put some of them in

    there or you wouldn't see any textures at all.

  8. lol im lost on it, ill either start from scratch on this map or just uncheck all the maps for single player style.lol

    ill keep at it.

    thanks again

    if no answer is found, rather than removing the sp option, why not

    just put something in the readme file that informs them of this bug

    and what to do to fix it.

  9. AI will only work on levels 1 and 2.
    -shiver

    Not true, AI will work no matter how numerous the levels are. It's the command map itself that only supports 2 levels properly although it can actually support more for most uses.

    if you can only have 2 shermans, how do you get buildings that have 3 floors (4 if you include the roof-top)
    -lexsis

    Easy answer here, you model them. They work just fine for player controlled characters, its the command map as it relates to AI and AI pathing that is the only true things affected.

    thanks sleeper,

    my response was aimed at both sp and mp.

    I thought you couldn't script a mission w/ enemies beyond shermanlevelheight2.0... do shermanlevelheights beyond 2.0 show

    up in igor and allow the placement of enemies?

    I didn't mean to imply that the players ai couldn't follow beyond shermanlevelheight2.0 but I did speak in very general terms.

  10. Did you mess with the .env file.i had picked a skybox before and it made my map crash everytime.after i just deleted it and redid a new one it worked fine..

    but wouldn't something like that cause his map to crash in mp also?

    it runs in mp, and after you run it in mp, u can then run it in sp.

    why does running it in mp fix the problem and what might the problem be?

  11. 1st off, I have no experience w/ doing shermanlevels or transitions,

    but when I read about them in the pdf or mike schells thread, they

    seem pretty straight forward. If I feel like I don't understand part of it,

    I just read it again, and again and again, until it makes sense.

    I was thinking that the stairs leading to the roof could also be tagged

    the same as the 2nd floor, ie 1.5.. but u have to try it and see if it works.

    If not, then try breaking it up more like what you suggested Hhour.

    Edit: I forgot about the bridge. :wall: Ai can't cross it because it's on the same shermanlevelheight as the ground below it in the drain.

    Options:

    1.) Have the floor of the drain be shermanlevelheight1.0 as GRT suggested earlier. Have the roof level be shermanlevelheight2.0 and everything inbetween is some kind of transition between the 2 levels.

    2.) Have the ground level be shermanlevelheight1.0 including the drain.

    Move the bridge higher, get it off shermanlevelheight1.0. Maybe it

    can be tagged as a transition also.

    3.) Select the polys below the bridge and remove the floor tagging so that

    aren't traversable. Don't think that's a good option because it takes

    away from the map.

    I need to look at the pdf again and refresh my memory.

  12. I would do the whole ground level including the sewer part as shermanlevelheight1.0.

    AI will only work on levels 1 and 2.

    You should have the ground level be level 1 and I think u could have

    the roof level be shermanlevelheight2.0.

    I think u could use a shermantransition for the actual 2nd floor in buildings

    that have them.

    I dug way into the platoon archives to show you this thread.

    The images have been removed though.. but mike schell does a pretty

    good job of explaining things.

    sherman level how to's

  13. I could be wrong, but I didn't see you say anything about selecting

    the polys that you wanted to apply your texture to.

    Make sure you're in poly sub-object mode and select the individual

    polys that you want your texture to show up on.

    I think it's F3 that toggles the red shading so you can see which

    ones are selected. Once you have the right ones selected, apply

    your texture, apply the uvw map and then apply the unwrap uvw.

  14. Placing Objects in Rooms;

    stuff like boxes, crates, furniture. should they be placed inside rooms before construction of the room OR can I put them in the room after Ive already created the room.

    I find this question quite perplexing.. wether to place objects in a room

    before or after it has been constructed.

    I must ask, is a room a room before it has become a room? <g>

    I think not... so the question answers itself. ;)

    don't mind me ..just a bit bored and feeling silly.

  15. congrats worm, welcome to the head bangers ball. :J)

    I feel so loop-less.. completely out of all the loops.. I once had

    a loop... but now it's gone. I miss the loop. Now I will go

    and return to my loopless corner..

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