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H-Hour

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Everything posted by H-Hour

  1. I think the problem with this is the assumption that it is legal to use ANY copyrighted content. Even if you modified one element, you would still be using RSE textures, several models and more.
  2. Hi, I recently got a request from someone to write a short guide to the conception and planning portion of mission scripting. The document is designed for the novice scripter and is intended to make the scripter aware of a few issues when planning a mission. It is designed specifically for Coop and objective-based missions. You can read it at Tactical Gamer here: Ghost Recon Mission Conception Guide Any feedback is most welcome.
  3. Public Server Night - Friday, March 5th 2100 EST Tactical Gamer is holding a public server night, where we play some games on our public server and invite anyone interested in checking us out to show up for some games. Tactical Gamer is a multi-game community that is dedicated to using teamwork when we play. We are not a clan or squad. We play Ghost Recon with a leader and movement and fire orders. If playing an integral role in a team sounds interesting to you, come check us out this Friday! We will be playing Coop missions, using TeamSpeak voice communications. Max. mission time is
  4. Yep, that's just about the first thing we're covering, with the insertion/extraction. Boy did that give me headaches!
  5. I will be recording the session and I'll post a download link, but I may not be able to host the files for that long (big downloads). Also, lexsis, none of those topics will be covered in this first session, sorry.
  6. Hehe, oops! I must have been thinking of the level builder stuff.
  7. Thanks sleeper. Nothing as easy as copying RSE. Yeah, I thought that might be true, but in the past I've found if I just stick to the tuts stuff will usually work ok.
  8. In that case, there are download links here: Download Links
  9. Oh ok! For some reason I thought we had to put in "glass" for the LOD name. Ah well. Thanks much!
  10. I'm getting a problem with my window. I have some working windows set up in another building. They all function properly. I've set up another window in a different building, set it up the same way, except when I load it in game, rather then using the window plane that I created for this window, it uses the plane from my other windows, including the texture from them. What causes this? Thanks for any help.
  11. Looks like you got a nice set of buildings there. Can't wait for mission 4 of SR2004.
  12. Check your Island Thunder CD (I think it's IT). There are Basic and Advanced Igor Guide's. They're PDF files.
  13. Check out the first news post on the main page of this site. (click News top left)
  14. Look for the trigger DeathVehicle and the response ObjectiveComplete. Those two should get you squared away.
  15. No, you don't have to raise your hand. A polite, "Hey dude, shut the hell up for a second I'm lost" will suffice. As far as TeamSpeak goes, Frijole's got the right idea. Download the client version and if you have any trouble setting it up, contact me via PM and I'll help you out. Thanks for the front page plug Rocky.
  16. Hehe, no no. That was just a joke. I'll go delete that part now. Wouldn't want anyone to get the wrong impression. All you need is TeamSpeak and Igor.
  17. Thanks San. It occurs to me that most people visiting this forum probably already know Igor.
  18. Ooh, thanks for the pic deleyt. Just about exactly the height I was hoping they'd be. As for the lighting, I didn't explain myself well enough. I meant the lighting across the slopes of terrain the player can walk on - the ground. I get a dramatic difference in lighting from one "triangle" to the next, because they are sloped differently. Your's seems to be a very smooth transition, which makes the actual triangles less noticeable. I was wondering if you had some trick or something that was making it appear more smooth.
  19. Igor Workshop - Wednesday Mar. 3rd 2130 EST This is a workshop for people interested in learning mission scripting who are completely new to Igor. I'm going to go through setting up and testing the beginnings of your very first mission. Anyone is welcome to join up and follow along. It will take place on TeamSpeak and last maybe an hour to an hour and a half, getting through as much as we can. Here is a basic list of what I plan to run through. Whatever doesn't get done that night we'll meet again to finish later: 1. Opening Igor. 2. Creating a new mission file. 3. Setting up inse
  20. Very, very nice. The bushes really help fill it out. One question and a request: 1. The lighting over the terrain seems to fade really smoothly over the hills and stuff. When I do my lighting it creates a lot of hard edges. I'm using a sun that is pretty low on the horizon, so that might be it, but I was wondering if there was some trick to smooth the lighting better. 2. That 6th picture, of the trenches. Any chance you could post a picture of that with an actor standing in the trenches for some height perspective?
  21. You can do it, but it requires having a mod activated (or each person overwriting their original files, which I wouldn't recommend), and it sounds like you want to keep it just regular GR/DS/IT. I heard that Wolfsong did it first, but I can't remember which mod it was. Tactical Gamer 3.0 did the same thing. You might want to talk to the creators of one of those mods and ask them how they did it. I'm pretty sure they just created an invisible image file that replaces that red dot.
  22. Do you have the Desert Siege mod activated when you load the mission? Are you positive you aren't using any material from mods you may not have activated when you load the mission? The bug is almost definitely not with the map, but with your mission file using it.
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