Russub2
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Posts posted by Russub2
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I think the character models in GR1 look much better. These have much more detail, but they look too OFP for me. I've watched all the videos and they look alright but not too the standard I would expect. Everything else looks great (certain features excluded).
-r
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Attachments are .qob's, you might be able to make an attachment with the light tag on it, adjust the helper point in max to fit each individual weapon, and attach to the hand bone/attachment point. I'd try it but I don't have max on my new computer yet.
-r
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I've made a nice model of this:
http://www.troyind.com/troy_cqb.htm
sorry no web space for renders
-r
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I had a guess, did some testing and was right. You need to export with the animation slider at frame 0.
Hope that helps,
-r
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For (1) I've actually remade this mission a couple of times from scratch, and it used to work. That is; hostage has noweapon.kit, when secured he gets a new kit ( ie., m16only.kit, klause_henkel-03.kit), select weapon>Primary, and he was following you and

. I might guess that it has something to do with 1.4, if so then thats lame-O.For (2) I looked over the script again (I havent looked at it more a month or two) I'm not sure if I actually need a loop.
- for this mission the ghost sneak in before hand and take out the artillery before the troops land. I changed the environment of d01_beach so the sky is cloudy and the fog is thicker. The point is for the enemy not to know that anyone is there until the first demo blows at which point the second should already be set. As the mission starts I set spotting distance to 30, about half of your visual range, if you are seen or heard or a demo explodes the spotting distance changes to 62 almost visual limit.
-since you need a trigger to access the seen or heard responses, I was using ProximityPlatoon, and looping over the enemy company so that when you come within 30meters of any actor in that company (Theirs) then "Continue executing responses if ((A member of Player's Platoon is being heard by Theirs) or (A member of Player's Platoon is being seen by Theirs))." . . .
- to eliminate lag which is a big problem on my system, I cancel the looping blocks when the looping is no longer needed.
Thanks for the responses
-r
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I have come across a couple problems in a couple of my missions. One is minor the other is rather major.
1. Hostage rescue:
- the hostage starts without a weapon, when hostage secured he receives a weapon.
-the hostage does not use the weapon. It gets placed in his right hand and just sticks there. Movement continues as if he is not carrying anything.
-this continues even after Escort Complete.
2. Invasion: Beach Landing:
-Neither a certain group of enemies (a patrol of 2 to 4) nor friendly actors will fire at each other.
-When they spot each other they group together (20 friendlies gathered tightly around the enemy) continuely walking and aiming but never firing. It is very odd.
-Enemy will not fire at PlayerPlatoon either. A couple other enemy do. (Not heavily enemy populated yet b/c still testing basic scripting)
>>Ideas>> could this have something to do with the looping I have in place over the actors in company. I have not encountered them yet until after I have triggered a certain block that cancels all the looping groups.
3rd unrelated problem:
-ever since I tried to export a chr from 3dsm4, for the first time, a couple of weeks ago I have to do a fresh install of GR to play it, otherwise the busy icon pops up for a couple second, goes away, then no GR. I have a crappy ass K6/2 and a fresh install of GR\DS\IT takes a long time.

? ? ? ? ? ? ? ? ?
ty
-R
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1. Branching campaigns. . .
2. more envirnoment/unifrom types, ie. different uniforms/equipment for urban, night, jungle, woodland, desert, arctic, etc.
3. timed and/or detonated explosives that would ocheive objectives
4. more realistic combat models
5. use of the action face and shell face (?) options.
6. Better Freindly AI
7. enemies that surrender
. . . on and on and on. . .
-r
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Drool!!!! I can scrap the one that I was very slowly/reluctantly working on, cause this looks like exactly what I was going for. Youre AWESOME!!! It looks great I'm gonna go get right now


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I made that famas g2 felin, its not in a mod though, and Im far from an expert but it looks descent. I could send it to you if you want. the gun file is just one of the stock ones with the strings and a couple stats changed though.
-r
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I'm finishing up a couple night vision goggles I could send you, one with straps and one for characters with helmets. Im about to go about the task of making it so they will show up only on night maps, at the expense of either woodland or jungle but I think thier close enough that they can be combined. All I have left on the models though is fine tuning the placement. Let me know if you want them.
-r
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-copy the sniper chr's
-in mymod/character folder paste
-rename ica_us_rifleman, ica_us_rifleman_a, and ica_us_rifleman_b
-acitvate mod and go
-r
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Do the conversion from a tga instead of a bmp. this seems to work just fine for me. -r
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Creepy. . . the whole cabin scene was filmed less than a mile from my apartment, at the lake that I run around, and at my buddie's wife's family's property. I guess thier thinking about moving.
-r
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I've never read that tut, but did you. . .
-save it as an rsb
-put it in either the textures>Allied or anywhere in the character folder
-if the file has a different name than the original, did you type it in to a actor file
-if so which actor (this can be done in Notepad, make sure it is not on Read Only)
-did you make it it's own mod, with a Modscont.txt (this is not essential but it makes it easier to keep track of your work), and is it activated.
Thats all I can think of. Hope it helps.
-r
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YEAH, I contributed something and somesone even remebered about it

, so I guess its worth posting again, but it is still not completely complete.
HEAD
att_h_set01: light green cap
" " "02: green tank head gear (I don't know what it's really called)
" " "03: dark green beret
" " "04: fedora/cowboy hat/boonie lookin' thing
" " "05: fro
" " "06: head wrap/turban
" " "07: black hair
" " "08: beret, shades, and a cigar
" " "09: hat, shades, and a cigar
" " "10: fro and cap
" " "11: cigar and shades
" " "12: just the shades I think
" " "13: cap and shades
" " "14: head gear and shades
" " "15: head wrap and shades
" " "16: hair and shades
" " "17: fro and shades
" " "18: fro, cap and shades
" " "19: bloody bandaged head I think
" " "20: shades and hair?
att_h_vom: gas mask (looks pretty cool)
UPPER BACK
att_n2_back: female refugee riding piggy back (lol)
att_n2_set01: pack/backpack
" " " 02: 3 rpg's in pack
" " " 03: pack with shovel
" " " 04: full back pack with 2 rpg's
LOWER BACK (belt)
att_sl_special: ? nothing visible
att_sl_set01: 2 small pockets on back of belt
" " " 02: cantine on right rear side, and tan pocket on left hip
" " " 03: cantine only
" " " 04: cantine and ?
" " " 05: cantine and green pocket
06-13:??? more of the same I presume ??? but I wasn't interested anymore
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THis product has been out for a little while, but I'm guessing it's relatively unknown. Gmax is FREE-ly distributed by discreet (3dsm). It is designed for modders, and works just about the same as 3dsm.
The catch is you need a "game pack" to be able to export the created files (and for the GR plugins to work) in the correct format.
Currently Discreet does not have a game pack for GR. But they are asking for input. So VOTE for GR at this link + "vote for gmax"
http://www.discreet.com/products/gmax/
and hopefully the flood of votes will make them pressure UBI or RSE into making a gamepack for GR.
I've been using it for a couple weeks now and it works awesome.
I think this product would be absolutely great for the game and the community.
Everybody please VOTE. you can vote multiple times
, so do it.-r
I am not an employee of discreet or any of the mentioned companies, just a fan that wants to see alot more people able to add more.
Mod campaign Weapons
in GR - Weapon Modding
Posted
you have to put it in Mods/yourmod/kits/rifleman