Sarc
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Posts posted by Sarc
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Select one of you objects. Go to the Create tab and select Compound Objects from the pull-down menu. Select Boolean and options will appear on the panel. Click on Pick Operand B and select the second object. Use either Subtract A from B or vice versa to get what you want.
Try using this tutorial for performing boolean operations if you're still unclear.
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A very neat vehicle to add. When I saw the topic's title I first thought of this:

Then I realized I was in the vehicles forum.

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Thanks for the help, El Oso. It's weird how these problems appear then disappear.
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How are these files tagged in 3DSM for use as an item? Is a body node required like a vehicle? I've managed to get a pob into the game as an item but it has no bullet collision. I've created it like a sensor and even as a claymore. When I shoot it, it should be destroyed and disappear but it doesn't.
Any ideas?
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Photoshop has a Replace Color function under Images/Adjustments that should work quite well for altering color. If it's a specific area you want to change, select it then use Replace Color. Use the eyedropper to pick the color you want to alter. Use the eyedropper with the plus sign to select multiple colors. Move the Hue slider to alter the color and tweak it with Saturation and Lightness.
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I exported the animations, which are none, with the same settings as normal export with the export animations only option checked. I'm still not sure why it would look for animations. If I'm exporting the animation and there aren't any, would it make a difference that I didn't change the controllers to linear?
I think it was the EXPLOSION_SMALL_TYPE1 effect. It never showed properly in the game and taking it out seemed to fix things.
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I ended up getting rid of one of the effects and changing the small explosion to type 3. It doesn't crash now but the uninitialized sound is still odd.
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I've created a vehicle that does not use animations at all. When I use it in GR, it crashes when the vehicle is destroyed. I've included 3 death effect helpers grouped with the body node. I think I've narrowed it down to EXPLOSION_SMALL_TYPE1 causing the problem. Is there a limit to the number of death effects?
The animation it is looking for is the name of the vehicle with a "d0" at the end. I've tried exporting the animations but no animations with a "d0" at the end are created. I've renamed the animation file to the one it is looking for but it still crashes. Why is GR looking for an animation when the vehicle doesn't have any?
Also, the vehicle has been created as a truck and the ike.log has all these lines about uninitialized sounds. Is that normal?
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Not much was said about this contest when it first started. Tactical Gamer is pushing to get this out into the GR community so here's a refresher of the contest.
Due to the lack of submissions at the end of the first deadline and half of them being from members of the community, we are extending the contest until December 24th. Winning submissions won't be able to make the release of the TG mod but the prizes are still the same. The emphasis is on a simple, fun mission. Judges will look at the scripting but it will also be playtested. Don't worry if you're not strong with scripting, just show us a good story in action!First Place - 3 month membership to Tactical Gamer
512MB Corsair XMS PC-3200LL (Matched Pair)
Second Place - 3 month membership
256MB Corsair XMS PC-3200LL
Third Place - 3 month membership
Prizes are provided by Network 42. Visit http://www.tacticalgamer.com for rules and regulations.
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I agree that objectives are definitely important. Personally, I don't like ones that are kill all bad guys. Something more creative like secure an area is a better way of having a kill all bad guys type of objective. As I got more experienced with Igor scripting and looked at other missions, I generally came up with neat ideas or ways to make current ones more interesting.
Another thing to keep in mind for a first time mission scripter is to keep the scope small. Practice the tedious but basic things like objective completion and enemy patrols. As time goes by, it's easier to implement more advanced scripting because all the basic things can be done quickly allowing more time for the hard stuff. I've seen a few scripters that have been a little too ambitious with their first attempts at a new idea. I've been down that path and it's hard to say to make yourself save it for another time when you're more experienced.
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I started out with Pain's tutorials. http://www.planetrainbowsix.com/atwar/Pain/index.html
He also has his tutorials in video form that are excellent guides for creating a weapon specifically for GR. He begins with creating the skin to modeling to texturing then exporting.
New GR2 Engine?
in GR2 PC - [Cancelled]
Posted
It would be cool if they incorporated some of the elements from OFP. If they can get the large maps, vehicles, aircraft, and other neat features, it would blow my socks off!