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Posts posted by GRIN_Wolfsong
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There is no wrong or right way to model a landscape. Everyone have their own preferred way of doing things in the 3D world.

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...an EA game called Starflight for the "IBM PC".
Hehe. I have that. But for Sega Mega Drive.

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shows the huge limitations of the Diesel engine.
None of them are really limitation, just differences. Much of the things we need to fix are actually seen as limitations in their engine that don't use PC specific possibilities or due to the limited hardware in the 360 when it comes to memory for example. Basically no limitations in the Diesel engine, but as always each item has to be built for the engine it's gonna be used on. It's the same for all game graphics for all games which all is developed differently depending on which engine is used.
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Sadly, most of the RSE stuff has to be looked over and optimized when brining it to PC.
First, the max files need to be cleaned. RSE uses one file for the entire map, while Grin uses loose props to a wider extent. So it needs to be separated and spawn points need to be added to ensure the same placements of the loose props.
All the textures have to be replaced (the RSE ones can be used as base, but all normal maps needs to be redone and a large portion of the diffuse ones as well, all alpha maps needs to be redone). Sure, some textures can be used from other maps, but all MP maps still have slightly different environments which have specific texture needs.
New environment needs to be setup, tested and adjusted.
All the UV maps usually needs to be fixed, and RSE doesn't use lightmaps so that UV channel needs to be added and checked by test baking lightmaps after the new environment has been added. Mapping both the channels needed for good texture blending of a landscape takes at least a week.
XML files for models and materials needs to setup, although this is pretty quick work.
RSE doesn't use silhouettes so that mesh needs to be added, mapped and checked.
Walk areas is another problem. RSE uses walkmesh, Grin uses a free movement system that depends on face angles. So the entire landscape needs to be checked for walk ability and often adjusted to allow the player to move where he is supposed to.
Mesh size for landscape part needs to be fixed to optimize for the physics and engine handling.
Collision meshes needs to be added to some objects as well as movement blockers (because of the free movement system), occluders, shadow casters and sometimes ray blockers for the AI.
Ambient points needs to be added to light up props, and depending on the map and game modes to use it for, cover points for the AI to use in the terrain.
New minimaps needs to be made and adjusted to make sure the align properly with player movement.
The game modes are a little different in function, so we need to reevaluate each map when it comes to zone/spawn placements.
So I'd say at least a months workload for 1 person (which is what I was refereeing to when I first posted that time frame as well but it's not in the post above). And the thing is that much of it can't be done by more then 1 person at the same time, specifically the landscape stuff like walk areas and mapping which all require working directly on the landscape, so it really does take that long.
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Really looking forward to this game. I said I would get a PS3 when GTA4 or FF13 (English version) was released, so I guess it's time to start saving up.

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I guess I'd blame the crappy voice actors and the crappy dialog writer.

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To Grin Team,when you modeling a landscape,do you use Splines or Nurbrs ?
Polygons all the way. I haven't seen anyone use Nurbs (nurbs is splines) or SubDs at Grin.
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Honestly GriN, did you play through the game and notice how incredibly...let me restate INCREDIBLY ANNOYING this is?
Yes we have. But have you also played through the 360 version and noticed that it's the same voices and video clips?
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that means that you can convert the new xbox360 maps from [GR] to PC.
People donate to wolf


It would also require that I get the Max files and textures from RSE. So don't get your hopes up on that.
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which 360 maps are these wolf, new ones or are the ones in graw 2 360 converts already, i dont own a 360 so never seen any of the maps for it .

I started with Nowhere, then took over Lagoon as well when it was time to fix the UV map on that and helped out with remapping The Cut (but didn't work much more on that map).
So I mainly worked on Nowhere and Lagoon.
I hadn't done anything in the diesel engine, and not really in Max either for that matter, before I was given the Nowhere Max file from RSE. So it was a crash course basically. I was an intern during my time on the GRAW2 project, so I had time to learn by doing.
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Thats what the Grin Men told everyone.Yes?
We haven't said anything like that. UBI has access to all the GRAW2 code, yes of course as they own the game.
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I think Wolfy said 62,000 sold retail...hahahahahah...lolololol...No its a bomb.Good bomb,but never the less aBomb.
I didn't say that.
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Snow is right.
The problem would be that I don't know if there is any way you can export animations as I think those are made in MotionBuilder. So I think that would be you big hurdle.
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i want to know more about this.
I actually don't know how they did those or exactly how it's used. It's only used on some houses, and not in multiplayer at all (which is where I worked on GRAW2 by converting 360 maps). And right now we not using any such system that I know of.
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Papa6, i think you mean RSB (Red Storm Bitmap)... and i wasnt talking about unwrapping.
anywayz... i was refering to the RGB (red green blue) channels of the texture... they seem to be masks, like the alpha channel of the texture is a mask for specularity.
i would like to know how does the game engine combine these channels/masks and how can i make textures like that.
i have googled it but cant find anything about this...
I guess that's a texture used for "tinting" an object. Not something your have to do as you can use standard DDS format.
Tinting allows the level designers to select which shade they want for example a building to be in when they place it in the editor.
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Looks like the numbers vary wildly depending on who you ask. The industry numbers I've seen quoted for GRAW 2 are just over 62,000, for GRAW 1 PC sales were just over 309,000.
At least those are not the numbers presented to Grin from UBI, and I don't think UBI would want to pay royalties unless they have too... do you?
But maybe UBI has 500000 copies in a warehouse somewhere.

One theory is that 62000 could be the amount sold in stores and the rest has gone through bundles.
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Cool.

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could it be possible to include snow textures
I think there is one snowy rock texture in the Timber (aka Rock) texture scope...
My issue with the autodownloader is that by the time you finish downloading the map, the game is on a new map and you are stuck downloading another map if you do not have it. Sure, there are some maps that are not available everywhere, but this is where the server admins need to make it available on a website themselves or have it uploaded at a different site and point people to it. A gamer should join a server ready to play so he or she can play without interuption upon joining a server.
This is one issue I see with the auto download as well, and one reason I can only see it as a bonus feature.
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But I'm an atheist so I'll stick to the old viking mid-winter sacrifice story which left blood on green branches, which is where the christmas tree decorations come from.
So you're an atheist and therefore you stick to an old religious ceremony?

Respectfully
krise madsen
Nah. I just feel there is more truth to it then what else is available. I know such ceremonies existed for sure, just like I know some people goes to church these days. Still doesn't say that I have the same believes as either.

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Hes working on One personally done Map???Wolfy,With Grins mod tools that will take you untill next year.
Until next year, sure. There are only 3 more weeks until next year you know.

And making landscapes doesn't take that long (not referencing to the earlier mentioned 3 weeks though), you just have to know how to build geometry and UV map (and vertex paint if you want to do that). Export and setup is simple. Just open any landscape XML and you'll see there isn't many things to do in there besides specifying which geometry should collide how, and that's easy on a landscape.
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I was just highlighting the fact that GRIN likes to be secretive (about updates).
And that has not changed.
Nouredine Abboud works for UBI, not Grin.

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... (not patch related).
I just want to point this part out again about this map. It will not be in any patch.
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Wolf.... good news, but should we assume this is being done by you personally, with no formal or official connections to GRiN or Ubi?
Personally.
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thus shoving the date of birth to the 25'th of december and adding a26'th to it for people to get rid of their hangover.
I think you refer to 24th and 25th. 24th is christmas eve, where the birth supposedly took place, 25ht is x-mas day when you handle the leftovers from the eve before, but 26th is just second day of christmas and I don't even think it's a holiday on most areas of the Christian world...
But I'm an atheist so I'll stick to the old viking mid-winter sacrifice story which left blood on green branches, which is where the christmas tree decorations come from.
Squirrels Creek
in GR:AW 2 - Map Modding
Posted
Hopefully it hasn't died. I've offer to help out with fine tuning the XML if needed, or anything else that may pop up. But haven't herd anything in a while. Offer still stands though.