H-Hour
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Everything posted by H-Hour
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Hmm... I just decided to have a look at some pics of Mosques on Google and I'm finding two general styles of Mosques. This kind, which seems to be for larger Mosques and is also the style you're emulating. And this kind, which is the kind I saw most in villages and cities. If you look closely you'll see the loudspeakers on that tower and even one in the window. So, I guess disregard what I had to say, since I was basing my thoughts on a different style of Mosque.
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The new pics look great El Oso. Those palm trees are very nice. If you want to modernize it a bit, put some loudspeakers on those towers, and I also noticed that from early evening on the parapets had green vertical strips of light on them. Every mosque I saw had this. I asked about it and I was told green holds special significance in Islam. I can give you a better description of those lights if you want one. Any chance you could get me a close up shot of the lights you're using (they look like small white lights from these pics)? I'm currently trying to get light ideas for a stone stru
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I transferred from Worldcraft (Hammer's ancestor) to 3DSM and I found the transition pretty easy. Give it a shot if you want. But unfortunately there is no free tool available like WC, Hammer, Radient, etc.
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Thanks guys! Yeah, I've been following that occluders thread closely. They're going to be particulary helpful because of the hills and cliffs in my map. I'm thinking I can get quite a bit chopped out.
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Don't worry KRP 56, we'll be including several new missions in the 3.1 update, and while they are typically geared towards Coop play, most of the time they are still very playable in SP mode. I've also got all the zones set up for Firefight, Defend and Recon game modes. This will be a full map release, designed for all types of gameplay, with the intention (hopefully) for other people to use it in their mods as well. I'm hoping that the 3.1 update is just where this map will make it's premier.
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Recon, what I put in the first post is about as good as I can get, sorry. We're hoping to release the new version of the mod in the next month or two. It will be out then.
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The Tactical Gamer Mod group (www.tacticalgamer.com) is putting out an update to the TG 3.0 mod (more info at the site if you don't know it). We've got a lot of content planned for this update, but I'll wait till the group is ready to go public with info before I say anything. The mod is designed for use within the Tactical Gamer community, both in coop and multiplayer game modes. Does that answer your question or am I missing something?
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Well, my first map is just reaching Beta stage, so I thought I'd give you guys a little preview. The map will be released as part of the Tactical Gamer 3.1 Update, which will hopefully be out in the next month or two. The update will likely include more maps currently in development by the TG Mod Crew, with an emphasis on CQB maps. Look for more information on those maps in the future. Click the images for larger screenshots. This is a large, 400m x 400m map dominated by big hills, heavy forests, and dramatic vistas. A small encampment sits atop a large hill, including 5 sepera
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I'll put in another plug for that lighting tool. Even very simple lighting makes all the difference in the world. If you've got the patience, sprucing this map up with some of the details and objects already mentioned is going to make all the difference. You've got a good sandtable set up, it just needs some detail to make it stand out. Also, the download link was broken for me as well.
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Ok, so if I understand this correctly, occluders could also be used underneath geometry. For instance, on D01 Beach, there's the big ridgeline to the west of the comm tower. Let's say you put an occluder that ran along the ridge line, whose top was just below the ridge line and the bottom was about below the ground in the comm tower area. Would that occluder then prevent the main tent camp from being rendered from the side of the comm tower? And would the comm tower not be rendered if you were in the main tent camp? I am assuming you would set up two occluders, one facing each direction.
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Looks like you've done some great work there Biro! Looking forward to it.
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As if working with a full map in 3DSM isn't slow enough! Good luck getting that stuff straightened out Deleyt.
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So, El_Oso, I assume then that the 1.25 and 1.75 transitions aren't needed if you do a straight 1.5 planar object at the meeting point, correct? Also, do you think that might contribute to the problems the AI has in plotting paths across that bridge (M07)?
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I'm not really sure. I use Javaman's tool to put in my sherman levels. It's really easy and I've never had a problem. I'd recommend using that if you aren't, but if you are, I'd trust that it will work. edit - oh wait. Are you talking about shermanlevelheights? or the shermanlevel boxes that have to cover the floor polygons in any multi-floored room?
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I don't think so (in regards to the 2.0 needing to be higher then 1.0), but I'm not 100% sure. I wondered the same thing, but I haven't run into any problems. And now that I think about it, one map I made had a 2nd sherman level that was lower then part of the 1st, so I'm really pretty sure it doesn't matter. Here's a picture to illustrate what I mean with the bridge:
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Here's my recommendation. I would say you put all your land, including the river, on one sherman level. Then, there will hopefully be a little bit of ground at each edge of the bridge that isn't yet over the river. Make those edges your sherman transitions and turn the bridge into the second sherman level. Does that make sense?
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Read the leveldesign.pdf. It walks you through making sherman levels very well. You might want to practice it with something simple like stairs. Once you understand what is required to get it to work, you'll understand how to best split up the river and bridge area.
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Ahh! That worked. Thank you guys. Been so long since I set that I'd completely forgotten about it.
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Where is this alpha texture setting? I can't find it. That's not a bad idea, either. If I can't figure it out I'll try pulling the lighting tool off the IT cd and starting over. Thanks for the help.
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I recommend a sticky for this.
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I messed up my lighting tool settings and I'm not sure how to get them back. I usually have it set up for one map, and don't have to reset the map or texture directory. But I switched it to test out some lighting on a new map. Now, in the lighting tool, all of my custom textures have always shown up as pure white, but when I get into Igor and game they work fine. After I tried the lighting tool on a new map, switching the map and texture directory (same sky/sky texture dir) the textures show up as pure white in Igor and in game. When I export and test the same map and simply bypass the l
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Well that's disappointing. Thanks for relaying all the information Snowman.
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I'm curious if you've got any information about new maps. I saw a picture of that training map, but I would love to see something from any new mission grounds that are going to be in the game - or at the least maybe you can tell us a little about it?
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Re: using an export first model for doors. That's a great idea. Can I only use it for doors that open in the same direction? Or can I set each door's animation seperately?
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What has been changed in this version?