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H-Hour

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Posts posted by H-Hour

  1. Map is all but done. Just a couple minor issues to work out. Mission scripting started on this a while back, but I don't know if it will be finished. To be honest, I'm not doing much modding these days, so this won't get the platform of release I was hoping to give it, but I'll get it out the door sometime.

  2. Thanks for the replies. I'm not sure about whether moving the scenecenter would cause a problem, but I had heard that it was a bad idea. For my purposes, I've already got a lot of lighting placed in the correct places, so if I move it to fit one one building I'll mess up all of my other buildings.

    Ahh well. Lesson learned: Don't even think about lighting unless you're sure everything is set up in the right spot. :)

  3. Does anyone know if there is a way to move a set of lights already placed in the lighting tool? I went and did up lights on this one building without realizing it wasn't going to be the final placement of that building, and I'd like to just shift all the lights instead of recreate them. I opened the .DMP in notepad, but it looks like I can't edit them there, which makes me think I'm out of luck. Any ideas?

  4. Well, I decided I'd try to get some lighting done for the temple map before a testing session tonight. Didn't realize I'd be up till 7am doing it. :) Got some rough edges to work out, but I'm always amazed to see a map take shape with lighting.

    Click images for larger screenshots

    temple1_t.jpg

    temple2_t.jpg

    temple3_t.jpg

    temple4_t.jpg

    temple5_t.jpg

  5. You might like the TOF maps. Look on these forums for a thread about them.

    I've played several times with a retired Canadian sniper and the cover on Wilderness seems to be enough for him. He is unstoppable on that map. If you are lucky enough to see him you will be dead before you get your rets on him. :)

  6. I could list about 10 maps that would make great multiplayer maps and most people here would know these maps but mention them in the UBI lobby and all you'll get is blank stares.

    And what makes you think repackaging them would suddenly change their awareness? Most people don't play mods and don't want mods.

    I sort of agree with Oso, if only because so many of the maps out there that you guys are considering I wouldn't be interested in playing more then a couple times.

  7. So much better! Very good decision to get rid of that previous crane. This one looks much better. My only suggestion is that you don't make the wide spot on the crane arm quite so wide. The angles look a little exaggerated.

    Actually, I think it'd look best if it didn't expand and then contract. It should start with a wide base and have a consistent taper to the edge.

    I still don't think I've seen any pics with lighting. Are you going to use the lighting tool for this map?

    Anyway, looks 10x better, and the massive structure in the distance (first and last shots) looks very ominous. Great mood-setter.

  8. Really great additions and adjustments from the version I scripted the mission on, Deleyt! You really came through with that intel room. :)

    So, I noticed the areas of light that are moving across the ground. What exactly are they, and how did you do it? :)

  9. It will be a long walk up those cliffs to the airport.

    Now to build the gondola ride up those cliffs. :) j/k

    Loot, it looks like we're aware of file names under 32 digits and a ZIP instead of EXE. Anything else we need to do to get the mod compatible for Mac or is that enough?

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