H-Hour
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Posts posted by H-Hour
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What game modes will be played? I'm on the eastern side of the pond so would be interested in doing it earlier as well if people are around. I assume it is open to all since it's posted in this forum...
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Is there any way to unlock specialists in the CENTCOM campaing?
Specialists seem to be unlocked every second mission. Not sure if there are any special conditions, though, like completing the optional objectives.
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Just an idea, but why don't you take the whole /Centcom Mod/ folder and move it to a temporary folder outside the /Ghost Recon/ directory. Then create a new /Centcom Mod/ folder under the /Mods/ directory. Then, in the /Centcom Mod/ folder, just create a text file called modscont.txt, with the following:
// Mods Contents
NAME "Centcom Mod v 1.0"
AUTHOR "Centcom Mod Team"
SUPPORT "http://www.ghostrecon.net/forums/"
VERSION "1.00"
Then load up the game and see if you can activate the mod (obviously, it won't change anything, but just see if you can get the mod to activate). At least this will tell us if there is something wrong with your download or if something else is happening.
If you can activate the fake mod, take all the contents (except the modscont.txt) of the original /Centcom Mod/ folder (the one you moved to a temporary location) and copy them into your new mod folder. It should still be able to activate.
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2. Levels. Maps that extend at least 2 floors down and one above ground are easily done, but the command map / igor can only see 2 of these/ you can only place enemies/ zones on 2 of these. The trick usually is to get 90 percent of your map on the command map, using the intermediate levels to pass between map levels 1 and 2
Not true. You can place as many levels as you want, and Igor can recognize all levels, and you can place zones and enemies on all levels. The ONLY limitation is that the command map in-game can only recognize two levels.
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I figured out how to make my mod show up as a map for multi playing... but why am I missing a lot of the actors I placed there.
This is probably because you are playing it as a Gametype - like Firefight, Recon or Defend - instead of playing it as a mission. When you are selecting your map in multiplayer, make sure the server is set to "Mission". This, of course, will only work after you do as Migryder explained above.
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Thanks Phlookian!
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Unfortunately, code tweaking is pretty much out, which is why a lot of us were fairly confused about how this might be used. We have no way of modifying or effecting the AI, except by the few commands already built into Igor and the in-game ROE/Movement options.
As Sleeper explained, the delay you experience is not something planned in the game, but simply the result of the time it takes for the AI to find a path through all the obstructions. The only way to increase the amount of time it takes A2 to figure out A1 is gone would be to build a map with terribly complicated pathing and, given the game's propensity to just "give up" after a while when it can't find a path, I have a feeling this too wouldn't really work.
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I think there is a way to make it work.
Make it work to do what, exactly? As you have pointed out, it's possible to manipulate the AI in this way. So, how exactly do you propose to "mod" this or "use" this? I have never heard of it, so it's a nice thing to share for others to use. But I'm not exactly sure what you expect modders to do with this.
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That sniper test was quite difficult on a server! Trying to lead just enough to compensate for enemy speed, distance, and server latency.

The pistol one was great fun. Snap shots, emptying a clip in the brief second the enemy appears.
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I've asked Rocky to put my 9 man powerboat into the free stuff section.
It was originally featured in the USMC Force Recon on mod and I figured that a respectable time had passed from the mods release to do this
I've only just mailed him (so it may take a while before the link appears)

Got a pic?
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Punisher, I can guess at several possible causes of your problem, but it's really no help because I don't see specifically where your polys are. I don't mean to be a jerk, but you should really try and do this in a stripped-down environment with the fewest possible complicating factors. You can create two sherman levels for a map with just two floor polygons, so it won't take long to build a test map.
Once you do so, open the level builder PDF and run a search in the document for "shermanlevel". Read everything that mentions shermanlevels and try to recreate what they show you.
Also, one thing I noticed that is easy to explain, it looks like your shermanlevelheight is a vertical plane. This should be a flat plane like a floor. It should not rise at all in the Z axis (someone correct me if I'm wrong, but this is the way I've always understood shermanlevelheights).
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Yea you can walk thru the water in the area above. I'll try sherman levels and see what happens, the only thing I don't get is the proper name your supposed to use for sherman levels. The level builder .pdf says you name it "shermanlevelx_y" x=room, y=level, but I've seen some people say they used "shermanlevelheightx_y". Which one are you supposed to use?
You need to have a shermanlevelheight for every level in your map. You only need one for each level.
Every single floor polygon in your map, no matter what level or room, must be completely contained within a shermanlevel box (this is different than the shermanlevelheight). No single floor polygon should be completely contained within shermanlevel boxes for two separate levels.
Here's an example of a bridge in which I want the player to be able to walk on top and underneath:

Here is a shot with all of my shermanlevel1_1.0 boxes. As you can see, there is a gap where the second level of the bridge is. If you could see, though, you would see that below the bridge there is a shermanlevel1_1.0 box that covers just the ground underneath the bridge, not the bridge itself.

Here is a shot with just the shermanlevel1_2.0 box. It only covers the part of the bridge that is in sherman level 2.

You will also need your transitions and stuff, so I highly recommend that you read up on the levelbuilder document and practice first on something very easy. See if you can make something simple like a hallway with stairs and make the transition somewhere from level 1 to 2. Practice on something easy until you understand how the transitions work. Sherman levels and transitions are extremely finicky, so if you try to learn on something complex first, it could be very difficult. Make sure you understand how all the pieces work before you try to implement it in your map.
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I couldn't find the Mike Schell tutorial anywhere, so I just uploaded it. Download this file and check out page 3 of his tutorial, where he goes over the creation of a door.
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Oso has worked his magic and helped me fix all the sherman level problems I was having here! And he made sherman levels easier to do, too!
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Excellent Oso! Did you ever release a fixed version of the FB Keep map? Remember how the northern border didn't match the floor and you could walk into the mountain?
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All verts around Sup's doorframe can be welded together, something H-Hours edge layout doesn't allow.
Good point!
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I think it's great to see some tutorials on construction methods, but I want to point out a couple of problems with your example regarding poly conservation. I frequently use a sort of modular style, copying and pasting things, but in your example you've created quite a few unnecessary polys.

By angling the corners around the door like you have in your example (see #4 in Sup's images), you force extra polys when extending the wall. If you want the wall to extend beyond the width of the poly above the door, you will have to create new polys. The example above (see #1 in my image), however, helps reduce polys, because the wall on either side of the door can be extended as far as it needs to be without creating any more polys.
In diagram #2 above, I'm trying to show the angled corner from your example (see #3 in Sup's images), but this is a top-down view. The arrows in my image show where the flat wall "module" poly ends and the curved wall "module" poly starts. Because you're using modules, you have basically doubled the flat wall poly. Instead, you could extend the flat wall "module" poly all the way to the corner, so that your curved wall "module" only consists of the actual angled wall.
The same problem occurs with your modules #1 and #2. You've essentially doubled the amount of polys for the wall segment there by breaking it up into modules. Because of the extruded detail on the bottom of your wall, you will need to modify a straight wall "module" when it reaches a corner, but by simply putting two straight walls up against each other you've created double the polys you need.
Counting only the polys "facing the camera" in your example and including the angled corner poly (though not the wall portion of the angled corner module that is facing to the left), your example will have 44 polys. If you implement the change in poly construction around the door, then remove the "moduled" walls and extend them to the corners (and counting the angled corner poly), you will have 20 polys. This would use less than half the polys.
So, while I do support the use of modules when constructing maps, I think they should be used more like "clay" than "legos". You need to be molding the models individually to some degree in order to conserve polys.
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Thanks Sleeper, but I've already fixed the different levels. I'll send you a link to get the newer files if you're willing to take a look. It's very different.
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Check to make sure that you have enough path links and that they pass through all of your transitions- this is more than likely the issue in some sense. I'm assuming of course that everything is made correctly as far as transitions etc.
Do I need to place a path waypoint (in Igor) inside the shermantransition? My transitions are not very large (two steps - or two meters in the case of a bridge).
Another wierd thing I noticed is that often if I have a 3-man Alpha squad, the guy following closest will go up a set of stairs, but the next guy won't. When I go back down the stairs, and the "roles" reversed with a new guy in second, the new second guy went up the stairs fine. Is it possible that the internal pathing AI for my friendlies is missing the transition?
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I've got my sherman levels working fine. I can script an enemy on any sherman level and he'll execute a path plan up or down the sherman levels no problem. But I've noticed some oddities with my teammates following me. Sometimes they'll just stop on the stairs. I can go bump them and then they come alive and follow me. Anyone know what the problem is with this? I'm using shermantransitions 1.25 and 1.75 as well as a shermanlevel 1.5.
Also, I know the command map only supports two sherman levels, but I'm using four. Would the friendly AI be having problems with the third and fourth levels (again, I can script enemies to walk up and down all levels without a problem, it's just my teammates that are giving me troubles).
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When we played the one on the Farm Day map, where one is captive in the house, at the end at the mission, I heard comments like "This was too easy". Most of us, if not all, were seeing it for the first time. We made it out without KIA. The fact that it was a FTI and no KIA led to that conclusion I guess. Perhaps increase difficulty/number of tanogs for coop ?
I've noticed the same thing when playing on your server. Where I usually play we have no tangos on map and we're often playing with a 4-6 man squad. So that's what I tend to script towards. Most of the missions will probably be a walk in the park for a full Alpha server. If I get the time, I'll look into updating some of the missions with more tangos for Alpha's server.
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I understand the sentiment sleeper. I actually worked on what I had shown you for a bit, but ultimately lost interest. Don't forget what I've got if you ever get the motivation back up. I got the rest of the exterior done. It just needs some texture work, trees and rocks, a couple buildings need to be object-ized, and lighting. It's funny how so much can be done and still there is so much to do.

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Has anyone had an opportunity to try these missions and, if so, has anyone had any problems? I'd like to get any problems resolved in the next week or so if possible.
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Hmm... I don't know about running around without a map. It seems like it would cause a lot of unnecessary frustration. I had never noticed the scale option in Igor. Too bad about the movement or camera position, though. Thanks for the info.
GRPA Mod v4.0 - PC Version
in GR - Map Modding
Posted
Yeah, I opened them all up in Igor to have a look and was pleasantly surprised. They looked like they'd be a blast for TvT or Firefights. Wish those had been around back in the day when I had a place (and time) to play.