H-Hour
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Everything posted by H-Hour
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Just got in and played around with this map. Absolutely gorgeous! I bet it could still be gorgeous if he removed half of the foliage to make it more playable. Still, really beautiful. Would love for it to be playable.
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Sleeper, the issue you brought up has been around in every modding community ever, I think. Ok, that's an exaggeration, but it's around a lot. In communities like U2 and Q3, these maps are called "vanity maps". In fact, with the new U2 engine, vanity maps are coming close to theatrical quality. I wish I still had screenies, but I saw two in particular that were just amazing. One was of an old Chinese village and another of this really moody cave/tech thing. But what is understood about these maps is that they are purely eye candy, and are not meant to be played. You'll always have a small
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White Skull Valley. Check the map forums for screenies and stuff. Not out yet though.
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I took a walk through the whole gallery and man, contrasting those older shots of the castle with the newer ones there's such a huge difference. You guys have really polished this map off with the textures. Looks 100x better. Nice dark lighting in shots 7 and 8.
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No, you didn't insult me. I've tried that method, but I found it really tough to get the terrain just the way I wanted. It seemed like certain spots were wasting polys and other spots needed more polys then i had vertices. Thanks for that tip! Very helpful.
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Sleeper, you say that map only took you a couple hours to do. Does that include those rocks? I'd love a quick tut on how to get bigger rocks like that, if you so happened to have the time. Was the ground generated at all or did you just lay each poly? I laid all the ground for my map by hand and it took me 20-30 hours to get through it all. Maybe I'm just a slow mapper. I always was slow with other games, too.
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24 rooms! Label me ecstatic. Can't wait to see this guys. Keep up the good work!
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I tend to like missions that maintain a lot of the same gameplay style as the original missions, so my suggestions are based on that and the limited amount of custom content I've played. I would recommend the three of en4rc's missions that I have played. They are "Desperate Measures", "Harm's Way" and "Disavowed". Each of them has good gameplay. There are some good feature twists, but the gameplay still remains very much in the regular GR style. Another solid mission I played was "Tenebrous Storm" by Mot. Again, a good mission all around and some great cinematics. I've played a lot of
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Here's a couple things I think GR could use: -More large base maps, like Airbase, Docks and POW camp. These are excellent maps because they fit right between CQB and long-range fire, and they provide for excellent storyline opportunities for mission mods. -More small town/forest mixed maps. I personally think M04 Village has a cool style. The gas station, bridge and ruins really break up the forest well. But what ruins it's replay value for me is that half of the map is effectively cut off from the other half. So rather then being one cool map, it is basically two small corridors of fire
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What about the accuracy comparison? How much accuracy is lost with this Simunition? I would think that effective engagement ranges would be something they would want to maintain during training. Just curious, because I've looked a lot into paintball and airsoft and always wanted to extend the accuracy to longer ranges.
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I'm pretty sure he got it figured out. He was using some actors from the MP platoon part, and I think that's what was causing the problem. I might be wrong though. I think he got it worked out, though, cause I helped him test it and he submitted it to the TG Mission Scripting contest. DID I SPEKE WEL FER U FREEGE?
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Very helpful interview. The details shared were laid out well. Looking forward to it.
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You create a zone. Then, in the Zone Properties area near the bottom right of Igor you will see a checkbox next to "Insertion". Make sure that is checked.
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Nothing wrong with being vague and self-congratulatory. It just means they're gonna have to live up to the hype they've created. Here's hoping they do.
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Is this even possible thru Igor Scripting?
H-Hour replied to SniperMike001's topic in GR - Mission Modding
There is an explanation of how to do Spotlights in the Level Builder.pdf. Whether they can be mounted to a helicopter, I don't know. Edit - I should add that it is an explanation of how to do it when building a map. I'm fairly certain it can't be done through Igor. -
Sweet! Looking awesome. SO WHEN WHEN WHEN! I'm itchin to see this map myself.
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Is this even possible thru Igor Scripting?
H-Hour replied to SniperMike001's topic in GR - Mission Modding
That's a cool idea though. It'd be very neat if you could get the spotlight to swing across the landscape as the helicopter moved. -
Can't know for sure unless we see your scripting, but it sounds like you should be able to do this by using groups. Put all of the blocks for Actor 1 into one group and all of the blocks for Actor 2 in another group. Then, script in a group disable into each trigger that turns off the other group after one has been triggered.
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Hah! Woot Mot too! Maybe you'll need some fellow TG betatesters, *winkwink nodding nonchalantly in your direction*.
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One or two maps is a biiiiig project.
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Woot! nj en4rc.
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Gambit, your icon is awesome. I've just been watching it for several minutes now.
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Sadly, GR doesn't handle CQB too well and there haven't been many custom maps/missions with CQB. If you have SOAF, there is a converter (I think it's in the downloads section of this site) that will covert the SOAF maps to GR. Those have some nice CQB elements.
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No, sorry, I perhaps shouldn't have used the word campaign. It is 8 quick missions, intended for multiplayer Coop. But there is a storyline that plays out like a campaign would. If you want to make your own campaign file for it, the missions are: tg3-01 through tg3-08 If you need help setting up a campaign file and I can explain it to you. It's pretty easy (you use notepad).
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The maps are not included. You need to download Frostbite and make sure it's patched to 1.3.