H-Hour
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Everything posted by H-Hour
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I think you should have a giant Godzilla that walks around the map smashing buildings down and eating people. That would be cool.
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Jex!? Oh I'm gonna have to finish that mission now!
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Open maps extend the tactical possibilities. I hate maps that are full of choke points. Make as many routes as the poly's allow there deleyt!
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I got to test some of these missions. En4rc has got a really top notch campaign for you guys.
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Clinton Deploys Very Special Forces To Iraq
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whoa As long as it can still get good framerates, then this map will be unbelievably awesome. I have never seen a better opportunity to use Chem's little bird he just gave to the community. I was looking at that first picture and after a while I tried to zoom in like I was looking at it in 3DSM.
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The Mike Schell tutorial is what you want. I think San had it on his site, but maybe I'm wrong. It's temporarily up at mine just so I could pass it to a friend. You can get it at this link: Mike Schell's GR Tut If you have experience with 3DSM that will get you set up for GR. If you have no 3D creation experience, I highly suggest you find some beginner tuts. I believe the 3DSM Tips & Tricks thread at the top of this forum has some links to tuts.
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Thank you thank you thank you Deleyt. I knew there had to be a way to do it faster.
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Yeah GRT, the problem I always have with that, because I use a lot of RSE textures, is that I can't just use the entire texture. They merged all their textures together so I use that Unwrap UVW to line up all the edges, and so far I have had very little luck with lining up those edges unless I break up every plane seperately.
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1. Create useful names for all of your planes, shapes and pieces. Particularly if you are working with a building that is several rooms, naming all of the different parts with a prefix like "2_object" or "hall_object" will help you keep track of exactly which parts need to be grouped with a room. 2. I work a lot with editable meshes and a flipped normal modifier. After I flip the normal, I like to convert it to an editable mesh again. It will get rid of the Normal modifier, but the normal will still be flipped. This way I can edit the mesh with the normal still facing the way I wanted it to
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I remember someone mentioning in passing once when I was playing that it had something to do with your graphics card. Someone was mentioning huge snowflakes and that's what they said caused it. I have no idea if that's accurate or not.
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Oh! Nevermind! I just figured out what you did. Man, that transition looks great. I am stealing your technique, if you don't mind.
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Allright, another question. In that preview shot on the front page of this site, it shows the road leading up to the bridge. Looks great. I had a question about how you dealt with the merge from the tiled grass texture to the road texture. One thing I notice often is how the edges of a texture like that, though they're grassy, always create hard lines because the texture doesn't "line up" right with the composite texture of the rest of the grass. I can't really tell from the shot, but I wondered if you had any tips for blending that transition, to prevent those hard lines from standing out.
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Sweet Deleyt. That's all there is to say. edit - oh, where'd you get the good urban textures? I think I recognize some from Embassy.
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I've had a chance to play some of these missions and I agree. Very heavy firefight missions and very intense combat. Nice job migryder.
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Peaking Control I'd like to see the ability to adjust your peaking level on a sliding scale. The way I would imagine this working on a functional level is that the player would hold down a second key and his peak key. This would have the in-game character slowly start peaking his head in that direction. The player could let off of this at any time and the player's head would remain in that position until it was "reset" (either by a double tap of the peak key or some other movement). This would allow the player better control over minimizing his profile and hiding behind crates, where sometime
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I whole-heartedly agree with Deleyt's post. Particularly about ditching your efforts to jump straight into GR. I had experience working with 3D modelling tools when I got 3DSM, but even still I first set off to design a church, purely to learn how to transfer my previous 3D experience to the new editor. It was just a project that I could pick and work from the simplest pieces to the most complex. It paid off in a big way, and once I was ready to start working on a GR map I had already figured out some of the more prominent differences between this editor and other editor's I worked with.
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If a mapmaker had the .max file of the map, it would be a comparitively easy thing to do. Comparitive being that it wouldn't be a simple task, but it would be considerably easier then actually building a section like that. With that map, though, it is an RSE map, and to my knowledge there is no released .max file for that map.
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Igor Workshop - Wednesday Mar. 3rd 2130 EST
H-Hour replied to H-Hour's topic in GR - Mission Modding
Check out the Recon section here for a zip of the official beginner and advanced Igor guides. I think the beginner guide includes a nice step-by-step tutorial. Wolfsong and El Oso also have helpful Igor guides and reference materials. -
Igor Workshop Session 2 - Wednesday, Mar. 17th 2130 EST This workshop is for people who have an entry level knowledge of Igor. They should understand how to create a new mission, place enemy patrols and create objectives. This session will cover as many of the following topics as we can get through, in no particular order: 1. Setting up hostages 2. Expanded plan options 3. Vehicle scripting 4. Stationary weapons 5. Scripting enemy responses 6. Mission conception and project management 7. Waypoints It will take place on Tactical Gamer's TeamSpeak server and last maybe an hour or
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Fun games. Thanks for hosting RSI.
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Looks great Chems!
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Best of luck and thank you.
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Glad you guys are finding it useful!
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Igor Workshop - Wednesday Mar. 3rd 2130 EST
H-Hour replied to H-Hour's topic in GR - Mission Modding
I forgot to record it. Way to go, me.