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GRIN_Wolfsong

GRIN
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Everything posted by GRIN_Wolfsong

  1. I suggest using a text editor with XML syntax highlighting, like Notepad++. It helps you avoid a lot of small mistakes by simply seeing that there are matching tags and is the highlighting breaks, doesn't show the right colors on parts you know are correct, you know you've done something wrong. Even better is to use an editor that actually tells you where there is an error and why, like Eclipse.
  2. Ops... Re-reading it I should have added car once more in that sentence. Car is the only practical way to get up into the Highlands as it's quite far to walk from Inverness to Durness. We took the train back down from Inverness to Edinburgh after we returned the car. I think I've been there. We also drove about 5-10 min east of Durness to another beach right after passing a heritage site.
  3. So... almost a year ago now. Wow... time flies. I must say that the honeymoon in Scotland was great. So great that we stayed there for two weeks and never got to Ireland (but we will go there next time ). There is so much history in Scotland and we started with a few days in Edinburgh followed by a couple around the lowlands, past Striling, Loch Lomond and Dornie on our way to Isle of Skye, beautiful place. After a day on the island it was back past Loch Ness and up to Inverness. This is where we had planed to move on to Ireland, but instead we continued up into the Highlands and ended up at John o┬┤Groats and headed over to Orkney. Then back to the "mainland" and along the north coast past Thurso over to Durness. Then back down to Ullapool and after a few days there back to Inverness before going back home to Sweden. Such a beautiful landscape and such rich history and lots and lots to see. My advise for going there is don't plan too far ahead. Book B&B just a day or two ahead so that you can be more flexible. We also used some buss tours to get us between some cities, actually didn't rent a car or go by train until we got to Inverness the first time, and then basically only because there is no other practical way to go into the Highlands. EDIT: Then by car that is. Unless you are leaving the roads and going into the actual mountains of course.
  4. Still, I'm mostly an SP player these days. But maybe.
  5. Interesting. That was back when I was at art school and didn't check any forums for a while. Looks like he was talking to Raven some, maybe he know something... being an old GR hacker himself.
  6. I doubt I'll get it as I rarely play FPS on my consoles, but PSN ID: WolfsongSwe
  7. Well... Maybe having this file uncompressed to compare to the compressed version can help you out. You got a link to the pictures Nemon posted? I haven't seen any of the work he did on this.
  8. Interesting. Things are moving along with the vehicles I see. Maybe you can get the Apache working better by fixing the script for it. It was cut early on so this is one of those files that are not used in the actual game. Apache.dsf
  9. Thank to Rocky and all the members at GR.net for the message I received during my wedding dinner last Saturday when the big day finally arrived. It really got peoples attention with the "19,000 members part". Probably the last time I put on my mess dress (which I can still use as I'm retired from the Air Force due to cutbacks in 2002), but there couldn't have been a better occasion to do it. It was a magical day which we will always remember... Tomorrow we are off on our honeymoon. Starting of with a flight to Edinburgh and a week or so in Scotland, including backpacking around the Highlands for a few days. Then we plan to move over to Ireland for the rest of the trip. It's going to be fantastic scenery!
  10. That is strange as I guess it's used in the original game... can't remember but it sounds like part of the crash site level.
  11. I posted about a company called Whiteout, founded by old GRIN people in this topic: http://www.ghostrecon.net/forums/index.php?showtopic=54731 But today they went official with their homepage as well so I'll bring them up again. http://www.hellowhiteout.com/blog/
  12. I think Lexsis was referring to GR1 and not GRAW1 though.
  13. Well... as you can see in the output, you have scaling transforms on your meshes, which is not allowed. You have to reset them.
  14. Just follow the instructions for the Max 8 plug-in but put the files int he Max 9 folder instead. I think it's in plug-ins but I'm not sure as I'm a Maya user mostly and it's been a while since I worked with Max. Don't worry about the shader files, those are not needed.
  15. It's too bad I wasn't involved in the same things on GRAW2 that I was on the other games I worked on at Grin... If I had I could have helped out a lot more.
  16. Exporter plug-in only works with 3DS Max 8 (not 2008 or 2011) There is a plug-in for 3DS Max 9 as well, now found in the extra utils I put together here: http://www.ghostrecon.net/forums/index.php?showtopic=55251&pid=561737&st=0&#entry561737 These are the versions of 3DS Max used to develop the game. Because of that there are no exporters compiled for later version of 3DS Max that work with the version of the engine on which GRAW2 is built. After GRAW2 much of the Diesel engine was essentially rebuilt with new script language, new data structure and new tools.
  17. The reason for this is probably that the dsf/dxe files are the actual gameplay script. They define the entire game. With those file anyone could use the engine and create their own game. The only reason you should need such a file is to create a vehicle that has a different behavior than any that are in the original game.
  18. I've put together a few things that could help GRAW2 modding a bit. Nothing fancy, but it could help figure things out more to create similar units with different visuals. Tools: - Diesel Exporter for 3DS Max 9 - FX Shaders for 3DS Max to preview landscape shading - Particle Editor (unsure if you can use this with editor visualization, but it can be used to edit the XML files stand alone) Example Files: * These files are included to show examples of how setups are done, because of that only the lowest LOD step is included. * All files are for 3DS Max 9 or higher. - Character: One piece (US Marine) - Character: With separate body (Ghost Body, Mitchell Head) - Prop: With cover points and nav points (Stonewall Fence) - Prop: With lighting (Lamp Pole City) - Prop: With destruction (Wood Fence) - Prop: With advanced destruction (Allhauler Van) - Prop: Stationary weapon location (M2HB Bunker) - Vegetation: Standard tree (Palm) - Vegetation: Bush with cover (Coverbush) - Vehicle: AI tank without characters (Abrams Enemy) - Vehicle: Transport helicopter for player and/or AI (Blackhawk) - Vehicle: Car for enemy AI (Panhard) - Vehcile: Car for player and/or AI (Pickup Merc No Doors) I have no credit in creating these. I've only cleaned them up a bit and all credit is to GRIN. File has been uploaded to Rocky so it should be available soonish.
  19. The only big titles Avalanche Studios have put out so far are Just Cause 1 & 2. So 3rd person action is a good guess. They also did The Hunter but I think that is now part of the company they have started to handle online games.
  20. New contract! Overall it looks like a couple of ex-grin people are moving back to Sweden this fall. The industry has turned around for us again here and developers are expanding once more.
  21. Been a bit busy again, signed a new contract, planing my wedding and so on. But I'll get on packing some stuff up soonish...
  22. DXE compiles automatically when bundling like the XMB files. There is no decompiler for them. Sorry. I do have the old particle editor we used for GRAW2, but I'm not sure you can use it with the retail version of the editor. I'll have to test it some. I can probably dig up some source file for some vehicles... could be interesting as ti would allow modifications to that type of vechile, like more pickups and tanks. It will not allow variations like more or less passagers and such as that will probably cause a crash due it all being script connected dummies. Right in the middle of some interviews (probabaly have a contract again quite soon) and planning my wedding, but I'll dig around some.
  23. Old XML syntax which I never worked much with but here goes... Looking at your physics body, it has the root point as the body root. That is not animated I guess (as it shouldn't be) but it controls where the physics body is located and so the collision doesn't move with the graphics. So the answer is that you need another physics body, where the animated object is the root of the body and it should not be static template as then the body is locked down by the engine. I don't have GRAW2 around atm so I can't check what it should be but I would guess... default maybe if I remember the old settings right... You will still need the keep the current body, but probably with another template and another shape as it will only be used in the editor for placement and selection (and it will crash if the first specified body doesn't have the objects root point as it's root in this older verion of the Diesel engine) Edit: Hmm... just remembered that the template you want is probably template="animated", not "default". Otherwise you can't use a mesh mopp collision and you will have problems with it detaching from where you place the unit. Or that could be from the new template setups and there is no animated defined... in which case it should be template="static" and keyframed="true" Edit2: Maybe I go over peoples heads here with the root point talk. The thing is there are root points for different things. The unit has a root point, defined in the orientation_object=" " attribute. This defined where in the world the entire unit is located and how it is rotated. This has to be defined first in the first body in the XML in the version of the engine GRAW2 runs on. Then there are body root point, which define where in the world the physics body is located and how it is rotated. This is whatever object is listed first inside a body tag, so it can be any object in the diesel file. But it's important that any following objects defined in the body should be linked directly under the body root point inside Max (in other words the Diesel file), of you could get problems with bodies not retaining the shape you want when using multiple objects. If you want a body to animate, the body root point has to be the object that has been keyframed inside Max or it won't move. It also won't move if it has a body template set to static or has the editable attribute set to true. Anything with the editable attribute is movable in the editor but static in game. It's a bit of a big dive into game physics and how that works in combination with the syntax of the XML the old Diesel engine, so it can take a while to get your head around when making more complexed units like we did in Bionic Commando (but we updated the engine and I cleaned the template setups to have them make more sense for that game). Sometimes you will have to use constraints to keep a body in place if it is not static or doesn't have the editable attribute, but it should be ok if the root of the body is keyframed (and the body has the keyframed="true" attribute).
  24. Thanks. No, Czech is not one of them. Just Swedish and English. Passable in Norwegian I guess as it's close to Swedish..
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