Jump to content

RabidLockerGnome

GR.net Supporter
  • Posts

    260
  • Joined

  • Last visited

Everything posted by RabidLockerGnome

  1. Hey, Just doing my normal scanning of the forums..and was thinking to myself, why not have a "Projects" forum under the Mod forum....It seems theyre mostly posted in the General Topics...but some in Weapons...and some in characters...and etc...etc... Maybe it would be a good idea to have a dedicated project announcement forum? just my thoughts..hehe
  2. Do you both need the modding whip!?!?!? Whip...
  3. Hey all....was just goofing off in programming land when I thought how neat it would be to have a character viewer for GR that would let you check out some characters in 3D.... With the 3D rendering API that im using...I could use .3DS files, and you would have to choose the texture separately...problem being, it of course cant support .rsb's so you would have to convert it to jpg or bmp... Should I even waste my time making a tool like this or not?
  4. I've heard rumors that modding ancestors got together and built several modding, super robot-human hybrids, which he is one of..... there are more here....ill let u decide who they are....
  5. Smashing! What else might he be wearing for headgear? Wouldn't want HM's finest out there cracking their heads open on rocks and the such...
  6. DANGGGGGG!!!!! Para, nice work, as always. I'd love to see that LOD in my own video game...hehe
  7. hey all, for some reason, i seem to think that there was a post listing links to some great weapons textures tutorials. the thing i remember about them was that they were completely new textures made in PS, made from scratch. i cant seem to figure out where i saw them, or if i even saw them in here well if anyone remembers posting a link to those tutorials....plz reply hehe...
  8. callmehobbs, i really like ur skins, great job. how bout u pick on u think best fits one of the six slots i named? thanks man... 1st SLOT GONE
  9. Just a small update: :: Currently packaging functional materials together to form TOML v.Beta2 :: Currently debugging conlflicts with missions :: Standard characters are finished and will not be worked on any more. :: Standard weapons are at an acceptable level. No more begging for weapons... :: GUI screens updated thanks to Silent_Op :: Intro video complete [CHALLENGE] + There are several modders out there who try very hard, but just haven't had the time to really work on a full-fledged mod. I have a challenge for you. + I would like the specialist characters in TOML to be submissions of community members You will get full credit and linkage ==Here's the scoop:== =6 slots for specialists= 1. US Marine FORCE RECON 2. US Army SF in indingenous gear 3. US CIA Clandestine Operations Officer 4. US Air Force Combat Controller 5. US Air Force Pararescue in stealth gear 6. US Air Force Combat Aviator -Provide skins for normal, desert, and jungle terrains. -Provide character model used. -Provide actor files (normal,desert,jungle) -Provide kit or suggestion of kit. -Provide contact info for README linkage. -1 character per community member. Don't be scared off just because there are professional modders in here. Everyone has a chance. We'll take the first 6 entries that are completely satisfactory, and we believe to include a decent amount of individual, original hard work. Copy and Paste aint the game. This is your chance to get your character work seen! You can use a variation of your own name for your actor, we think its a great idea. Well, thats it for now, get a-workin and linking me to ur fine characters! Thanks all!
  10. Chems, once again you show us how beautiful your modding can be I just got me a new 27" t.v. with s-video so i can plug my pc in, HOORAY! cant wait to try out this mod, really looking forward to it. right now im involved in the game development community, im wondering when we're gonna see ur first mainstream game on the market
  11. im a member of the Irrlicht 3d engine community, those guys are really great at this sorta stuff, check out http://irrlicht.sourceforge.net/phpBB2 and maybe ask them under Offtopic section if they know anything
  12. What's the exact color that is used for BG in ghost recon? anybody got the hex or RGB value?
  13. If you want to get practice in for modeling for GR with 3dsm, then maybe you should just DL GMax and practice with that. If 3DSM and Catia modeled weapons against each other, they'd have a set of weapons in different file formats That's all. Snowpilot, the point we're trying to make is that we can't see why you're using Catia over anything else, because this hidden "power" you keep describing is just that, hidden. Tell us a few things: 1) Why are you using Catia to model. 2) What is your goal in modeling. 3) What are your plans for your modeling future? 4) Which modeling programs have u used?
  14. Yeah, from what I've seen GR2 is better, but I havent actually played it yet. I don't think there's a big desire to port the GR2 specialists to GR b/c of the amount of time and energy needed to do so. Logic being, "why do that when you can just play GR2 anyways?" IDK, IMHO I'd rather make my own video game.... hehehe...
  15. Hey guys, I work with some game development stuff, and have a brief knowledge of it. I don't think it's possible with GR but you never know what amazing stuff could be pulled off. Maybe just stick to GR2 or something
  16. WOW very nice!!!! it's community members like you that really make modding worth it! i'm in the same boat with u on the finals, except theyre already here over next week. so i might be able to get some more time for myself finally....after having school in the first half of the day and work in the second, time seems to get eaten but hey, this is life! i really like the look of ur screen, and the different features of it. i EXTREMELY appreciate the positive, enthusiastic comments you all have been posting in relation to the mod. A gigantic chunk of the credit really lies due to the contributors of the mod such as El Oso, Chems, Cobaka, Jay316, GR Modder*AFZ*, and a few others to be listed in the readme. Without their top-notch contributions and fast, high-quality help, TOML would not have been a possibility. Now it's left up to me to stick this meanb east in a box, wrap it up, and ship it off for you guys. Don't fret yet, I'm no quitter till next time...
  17. no_restrictions.kil: <KitRestriction Name = "TOML No Restrictions"> <Actor Name = "mp_plt1_asl.atr"> <Kit Name = "m4_4x_ammo.kit"/> <Kit Name = "m4_4x_frag.kit"/> <Kit Name = "m4_4x_m9sd.kit"/> </Actor> <Actor Name = "mp_plt1_dem.atr"> <Kit Name = "m4_m68_ammo.kit"/> <Kit Name = "m4_m68_frag.kit"/> <Kit Name = "m4_m68_m9sd.kit"/> <Kit Name = "m4_m68_m203.kit"/> </Actor> <Actor Name = "mp_plt1_hvywep.atr"> <Kit Name = "m4_reflex_ammo.kit"/> <Kit Name = "m4_reflex_frag.kit"/> <Kit Name = "m4_reflex_m9sd.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt1_snip.atr"> <Kit Name = "m4_m68_m203.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt2_asl.atr"> <Kit Name = "m4_4x_ammo.kit"/> <Kit Name = "m4_4x_frag.kit"/> <Kit Name = "m4_4x_m9sd.kit"/> </Actor> <Actor Name = "mp_plt2_dem.atr"> <Kit Name = "m4_m68_ammo.kit"/> <Kit Name = "m4_m68_frag.kit"/> <Kit Name = "m4_m68_m9sd.kit"/> <Kit Name = "m4_m68_m203.kit"/> </Actor> <Actor Name = "mp_plt2_hvywep.atr"> <Kit Name = "m4_reflex_ammo.kit"/> <Kit Name = "m4_reflex_frag.kit"/> <Kit Name = "m4_reflex_m9sd.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt2_snip.atr"> <Kit Name = "m4_m68_m203.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt3_asl.atr"> <Kit Name = "m4_4x_ammo.kit"/> <Kit Name = "m4_4x_frag.kit"/> <Kit Name = "m4_4x_m9sd.kit"/> </Actor> <Actor Name = "mp_plt3_dem.atr"> <Kit Name = "m4_m68_ammo.kit"/> <Kit Name = "m4_m68_frag.kit"/> <Kit Name = "m4_m68_m9sd.kit"/> <Kit Name = "m4_m68_m203.kit"/> </Actor> <Actor Name = "mp_plt3_hvywep.atr"> <Kit Name = "m4_reflex_ammo.kit"/> <Kit Name = "m4_reflex_frag.kit"/> <Kit Name = "m4_reflex_m9sd.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt3_snip.atr"> <Kit Name = "m4_m68_m203.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt4_asl.atr"> <Kit Name = "m4_4x_ammo.kit"/> <Kit Name = "m4_4x_frag.kit"/> <Kit Name = "m4_4x_m9sd.kit"/> </Actor> <Actor Name = "mp_plt4_dem.atr"> <Kit Name = "m4_m68_ammo.kit"/> <Kit Name = "m4_m68_frag.kit"/> <Kit Name = "m4_m68_m9sd.kit"/> <Kit Name = "m4_m68_m203.kit"/> </Actor> <Actor Name = "mp_plt4_hvywep.atr"> <Kit Name = "m4_reflex_ammo.kit"/> <Kit Name = "m4_reflex_frag.kit"/> <Kit Name = "m4_reflex_m9sd.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> <Actor Name = "mp_plt4_snip.atr"> <Kit Name = "m4_m68_m203.kit"/> <Kit Name = "m4_reflex_m203.kit"/> </Actor> </KitRestriction> Actors folders set up correctly.
  18. See now you've gone and ruined all the fun! There wasn't gonna be a sub title, I was entertaining the poor guys until it was finished. Hmmm...now I'll just have to take more screenies or something... Okay, I've made my .KIL files, but the MP actors still use the default weapons, any suggestions?
×
×
  • Create New...