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larocket83

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Everything posted by larocket83

  1. Thanks for the compliments. I'm going to make an Angel for sure, as well as some other higher-end markers. My next marker will likely be an Angel or that Bob Long Custom that Prozac posted. I'll work on those after those sights. One other question though, on average whats the file size for your custom weapons? I think mine are huge but I'm not sure. I don't want to lose the quality I'm getting with the ones I have now .
  2. Thats what i was afraid of. The only other way i can think of is to use some kind of actorhit trigger, but i dont think it exists. People falling over dead after being hit by a paintball isnt exactly realistic. I dont want to try messing with the death animations.
  3. Is there a way to script it that when a person is hit, they are out of the game? I have an idea that would include: Actor wounded, make him invincible, assign noweapon.kit, and basically let him run around and watch. Each person hit would counter decrement for the team and once you have no one left thats it. This could easily work except that if I change my guns to have a very small damage, is it possible to not be hit and not injured due to the damage value being too low? Or is a hit an automatic injury?
  4. I finished the Spyder E99 Avant. Here it is. The vertical ball feed should be semi-transparent in game if my alpha channels worked. Also, I'm working on these ADCO sights to attach to some of the markers.
  5. Yeah I have been working on masks as attachments and thinking of making skins. My friends and I all use camo, so I was going to use existing skins to some extent. Although we dont wear helmets , so I might have to work on some actor models. If you can help I'd like to work with somebody. It will go a lot faster that way.
  6. I am about to get it down to around half the polys, so i think i will get it from here. Thanks for your offer.
  7. I'll have to start doing that on future models. Mine now are more along the lines of 18 .
  8. I'm so happy. You are right. I put it in the game, and it looked great. That saves a lot of mb worth of textures in my mod. I'm glad i figured that out. From now on my models will be less polygons if I can help it. What would you recommend for a cylinder that will look good in GR, as far as sides go?
  9. Still wondering about those screens i posted a bit ago. Can somebody explain why they are totally different?
  10. Well the polycount is like 8000, so yeah its a lot. I don't know how I can go back and change the number of sides because it is already editable mesh. I am fairly new to max, so if there is a way besides optimize I'd love to know. Edit: I tried optimize and it completely screwed over my UV maps. The textures are all distorted etc.
  11. I am working on making my textures easier to work with, so instead of using the 5 different textures that i have now, i used render to texture and turned it into 1 texture in max. Why though does it look terrible in the "working" window and good in the render? Will it look like the render in-game, or that cut-up looking "working" window?
  12. I see. I though that projectiles in GR always had the exploding grenade animation attached, unless we just changed the .rsbs to an exploding paintball.
  13. Here's a render of my newest undertaking: The Spyder E99 Avant.
  14. Well I can export the models into GR, and make the .gun files, just don't know a lot about the velocities and accuracy, distance and such. I've been thinking about the sounds for a while. I think I'm going to get my gun and some of my friend's guns and record them onto .wav files. I don't know about the sound quality though. After I put the models in game it actually looked better than the render that i posted. No blurriness or anything. Can't figure out why.
  15. Oh man that would be a huge help. I don't want to go through all those specs . I have tried and never get it quite right. Thanks for the offer, I'll have to take you up on that. I've been looking into your suggestions earlier and found a few that could be quite sweet. (If I can do them justice with my modelling skills )
  16. Sounds good. I want to get a variety of markers in the mod. My problem is going to be the ballistics of the guns. I want to make the ammo fall more like a grenade from a grenade launcher, just go farther. If anybody is good at modding gun specs i could use some help in that area.
  17. Thanks for the suggestions. I'll look in to all of those. I'm new to paintball so I don't know all the types of markers except the one i have and the Tippmann that i made here.
  18. I am nearly finished with this Tippmann A5 paintball marker. This is the first piece of work of mine that I consider quality. A couple of the textures weren't at a high enough resolution, so they are blurry, especially the Tippmann A5 logo on the side of the body. Other than that, I'd like to hear what you think. Thanks.
  19. alright I got it all taken care of. Igor did something to the .mis file, so i redid it all and it worked ok.
  20. I did make a command map. It's in the mission folder of my mod, but I can't quite understand what that first thing was you said. My mission file, map, and all are the same name, if that's what you meant. Still isnt working though.
  21. I'm trying to get my custom map to work in multiplayer, but it doesn't show up in the list of maps in my edit server screen. I've added the following zones in a .mis file that i made: 1. assault zones 0a, b, c, 1a, b, c, and 2a, b, c 2. Insertion zone and extraction zone 3. 4 map bases each with 3 tr zones 4. Central area 5. 35 points 6. Recon insertion and extraction I've checked all forms of multiplayer in the mission screen, and checked make alvailable to custom game types in the map screen. What else do I need to do? Does my mis file need to be a certain name?
  22. Well, I got them all to work now. I am finally on my way to a decent map. Basically just trees left now.
  23. Thanks Sleeper, got my character to go up, but now he falls throught the floor of the watchtower. I have it tagged as a floor, so I must have a gap between the tower floor and the top of the ladder somewhere. I almost have it.
  24. when i made earlier maps i selected my entire ground mesh excluding objects and tagged it as a floor. Even when the angle was close to 90 degrees, my actor went up the "cliff" easily. And I know that you cant use the climbable option in the map editor, so i decide to replace climbing animation with what works in GR. I placed a non-rendered, floor tagged rectangle just in front of the ladder at about a 70 degree angle, bu the guy wont go up, it's like he is running into something. Is he hitting the ladder mesh before the rectangle? And if so, I know i have to make the ladder either non-2d or no
  25. You might have to download divx to play that video.
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