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liteluvr

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Everything posted by liteluvr

  1. True to my word, in another post, I alluded to a new map project, and said I'd post some intel.... so, here's an overhead view of the 3dsMax map file. This shot doesn't include the trees, not that there's a lot of them anyway... it's a quarry after all, not a forest. however, you can get on high ground, go across some selectively placed bridges, or stay low and move around... the three pieces of equipment in the central compound can be gotten on top of either via stairs, or actually by way of the conveyer belts. This map is almost done, I'm just tweaking, and walking the fine line between details and what GR/IGOR will handle. It still needs lighting, and unless someone knows another way, I'm gonna have to see if I can scrounge up a 3-button mouse... Here's a couple more earlier shots... still doing ground mapping, etc. BTW, map is a full 400x square. High ground is about 25m above the low ground.... just high enough to lob a frag onto..
  2. Okay... I've been out of pocket a while.... was that a retextured mod, or a new map?
  3. Sorry guys.... been busy with other stuff. This mod is essentially as done as I want to make it. Is it bug and glitch free? no..... Is any map? no.... Am I ready to move on to my next idea...? YES.... I've been holding up on this one to get 3 missions scripted for a clan tournament, but they're all addicted to Battleflub2 anyway, so there's not much point in hanging on to it. I never could get it lit, so if anyone wants to take a crack at it, I'd welcome it. I'll work to get it wrapped up and ready to release... no installer or anything fancy... but, hey... it's a new map... one with lots of playability... and unlike GRAW... it's looking like it'll be here sooner than later... (Sorry... still fumin over the pushed out release date) Also, I've probably 80% done on a new GR map, a quarry... and I'll post some screenshots when I pull em off my laptop.
  4. Like everyone else, I'm mad as hell too... and moreso at myself than anything else... that I actually expected UBI to keep a commitment. I've oftern wondered what the impact would be to start a grassroots campaign to *NOT* buy UBI products (specifically GRAW) when they come out. Nothing hurts like a kick in the ###### (especially when it's in the wallet area), and an overwhelming surge of support to not purchase GRAW, or even boycott UBI in general ought to make at least *some* impact. I'm sure there's a fair amount of money to be made in the console market, certainly enough to keep UBI continually bi$ch slappin the PC folks around, and treatin us like ugly stepkids... but like everything else... there are always choices. Sadly, Battleflop2 ain't it... but when someone realizes the void left in the marketplace for a real tactical, team-based, objective oriented FPS, there'll be a replacement of some sort. Will it fill GR's shoes? Probably not... dem are some big boots... But sometimes you want the good lookin girl who delivers, instead of the prom queen who's always just teasin and stringin you along... Rant now concluded, and I'm off to work on my new GR map....
  5. LOL... I've scripted a couple for clan tournys that you won't get through in 30 minutes... not in one piece anyway...
  6. From what I've been able to see, they're saying there'll be a Farcry-type editor for map and mission creation.... Not that I'm jaded... Not that we've been told stuff before... Not us.... No way... they wouldn't mislead *US* would they.....?
  7. 1.. NOT hijacking this thread... 2.. Not Bitchin about anyone in particular... But if more folks had stayed with GR and not bailed to BattleFlop2 because of the graphics, there'd probably be more interest that we're currently seeing...
  8. From a Team vs Team perspective... the one addition to the lobby/setup area that I would REALLY like to see is visibility to your teammate's kits... not the other teams, but it would be nice to know who's got what when you kit out....
  9. What would REALLY ROCK for GRAW.... is for it to actually HAPPEN.... I personally am getting a little fed up with PC platfom players being treated like second class citizens from UBI and GR developers in general... The PC players are what MADE GR the success it has been, and yet again, we're getting dumped on and placed in the back seat in favor of the console gamers... If the developers are so concerned about market share, then I wonder how they'd feel if the entire PC community simply said..... 'eh.. thanks, but you had your chance...' Because if there's one thing certain in life, nature abhors a vacuum... and if GRAW isn't delivered for the PC... someone else will fill that void... And IF that happens, I hope it hurts someone.... real bad.... right in the wallet... There... rant concluded... PS.... If I offended any console gamers... my apologies... you can't help it... If I offended any 'developers'.... good.... that was sorta my point....
  10. LOL... not to hijack yer thread... but I had a similar one. I added a bunch of AI to a mission, and wanted a pretty unique kit for each one... so I cut and pasted the kit name into each actor's kit button... and the game kept crashing... couldn't for the life of me figure out why... Until I realized I'd left off the '.kit'..... What a stoopid noob I felt like
  11. Here's the latest.... 1) The textures are not stock GR/DS/IT, but ones that came with some tree models sent to me by a fellow member. I'm not sure, but I think they were used in the Trafic and Alphasquad mods... since some of the trees look like those. 2) All plugins are current. I've done a couple of maps, and didn't have any problems for the most part... certainly not THIS problem, and those were with stock textures. 3) The texture files are in the same folder as the map, so that's not it. Now... for the update.... For WHATEVER reason, the problem with the white textures went away.... have no idea what I did... but, hey.. it's working now.... HOWEVER... I'm using a palm tree texture from an IT map, and getting something weird... when viewed from one side, the alpha mapping is working fine.. when you look from the other side of the palm frond, the part of the image that has the alpha transparency actually 'hides' the frond behind it... but it's like looking through an x-ray machine... you can see the forest in the background, through the palm frond behind the one in front.... Haven't done a screencap yet, but I can if need be... Any ideas?
  12. None of these tips have made a difference... I even created a brand new texture file, adding the foliage and manually creating the alpha plane.... same result... I'm goin' nuts here...
  13. Thanks element, I'll give it a whirl.
  14. Okay... all textures are in the same mod folder as the map... some were renamed, some weren't... but in all cases, the texture in Max references the correct texture in the map folder... Gonna go back to square one and see if I can retrace.... Any more ideas would be appreciated.
  15. I'll have to try those... the textures are supposed to already be there. Usually when I decide to use one, I copy it from the source folder to the new map folder. I also make the map folder the working folder, so I only have to do it once. I'll double check and try. Get back to ya....
  16. Agree with all the above, but please don't let a shortage of missions hold up the release... put the maps out and let the scripters do what they will. Add the zones for MP play, and cut em loose....
  17. Creating a new jungle map, and when I try to use some textures from another mod, I get weird results... Can't figure out why the textures are coming out white... some textures do, and some don't. All textures are in the working directory, and I've checked the alpha maps in photoshop... so I'm clueless at this point... Any ideas?
  18. You can always try retexturing a basic GR map.
  19. THanks for the info. I'd never thought about editing the modsset file. I'll have to try that. I have a hunch... the mission worked fine during an incremental test... but after I added some trigger plans, it crashes... I'm wondering it there's something with the number of path steps I'm adding... one of the plans had 20+ steps in the path... I'm gonna delete the paths, save to a diff name and see if it works.
  20. Something weird is going on with my GR... I have been doing some extensive mod/mission making, and I noticed that when I try to run a certain mission (using a new, custom map), it crashes. No great surprise there, considering all things, however, the mod/map is stable as heck on another mission.... First mission using the map runs great, works fine, stable as all get out. Same map on a second mission, using pretty much the same zones, plans, effects, scripting, etc. as the first one crashes pretty consistently. Now, I realize it's probably a script error, but HERE's the funny part... the IKE.LOG file references briefing shots from the OUTPOST map, a mod that I DON'T have activated. I do have it installed, but it's not selected in either GR or IGOR. Here's the ike.log: ***** User's system configuration ***** CPU: GenuineIntel 1996 MHz Pentium 4 RAM: 1024 MB O/S: Microsoft Windows 2000 5.1 Service Pack 1 build 2600 Ghost Recon (RELEASE) version = 1.4.0.0(0) HAL (hw vp): Dell Precision M50 X8R8G8B8 RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb Unable to find ike_fx_fire_type2.tga anywhere. RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb Unable to find lighthalo_effect3.rsb anywhere. RSSoundMgrPC: Selecting sound device Crystal WDM Audio driver is cwawdm.sys RSInputImpl: Could not acquire keyboardE_ACCESSDENIED RSFILEDATA: FindFile could not find file dawn_tg1_shots.rsb RSFILEDATA: FindFile could not find file dawn_tg1_shots.rsb Failed to Reset Device Failed to Reset Device Again It was doing the same thing with reference to the day_mosque_shots.rsb files, so I copied them from the mosque mod file into the Origmiss/briefing folder, just so it'd shut up. When this happens, 100% of the time, I have to do a hard reboot to get GR to play again... ?????
  21. might check google images.... there can be some good ones there sometimes. There'a also some stock GR ones... I think in the Docks map.
  22. Okay.... one more dumb question... If the BASE (initial) camera (spotlight) works, can I close it without renaming the basic elements and helper points? When I've cloned the camera previously, if I ungrouped them, the helper point names were incremented like OBase01, etc. If I get the first camera to work properly, can I just simply clone it as needed, and as long as I don't ungroup it, it will work? I realize I could try this and see, but I'm also scripting a 3-pack mission on the map for a 9/24 clan tournament, and don't want to waste time doing trial and error if I don't have to. BTW.... What's the general feel on a public tournament with a brand new map? My thinking is, that all the public tournys to date have been on base GR maps, with new scripting. Given that everyone has some degree of familiarity with the maps, it lacks a little realism (IMHO). If we took the finished map/mod, zipped it with password protection, and made it available for download, then people could have it available, just not installed until tourny time. Right before the start, the password would be given out, competitors could install the mod, and we'd be ready to go... In this scenario, every team is walking into a completely unfamiliar environment, and IMHO this is where a teams tactics and teamwork (or lack thereof) would really make the difference between success and utter failure. Anyway, just some thoughts....
  23. If you can get to it, and you can move around in it.... it oughta work. If you're asking about realism... that's subjective. If you're in ductwork, the surface need to have an appropriate penetration type, to simulate sheet metal. In a real world, the person inside the duct would be somewhat limited on visibility, etc., while the guy in the room, could hear the movement, and jsut spray the heck outta the ducts, punching holes all over.... (ala Die Hard). Something to think on...
  24. Bitshot, I'll take you up on that offer... I'll PM you an email addy.
  25. Okay... they work... sorta. If you move into their field of view, they track you like a hungry wolf... but they don't animate until they see you... ???
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