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FUBARnz

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Posts posted by FUBARnz

  1. Hey bud just thought you might want to know step 12 in your tut instrucks the installer to place the maps in the GRAW folder and not in the custom_levels folder. If you change it to SOFTWARE\Ubisoft\Ghost Recon Advanced Warfighter\custom_levels it will then install the maps to the custom_levels folder where they belong.

    step 3 is how it does this, reason is if the person who is installing doesnt have a custom_levels folder it might not work

    by select your GRAW main folder it will install a custom_levels folder and your map that is inside of it

  2. the unreal ed is a very good editor to use,

    making a terrain is simple as and i can do it with no crashes at all

    unreal ed is huge better for making maps from scratch than diesal and unreal ed is for making maps

    diesal is a tool for placing objects, have you tried importing stuff into graw ed?

    how much easyer is importing stuff into rvs compared to graw

    make a terrain in graw, or change a texture on a wall

    i know bsp based maps are getting fewer but for making maps it is easyer and not hard at all to export to max to convert to a static mesh if need be

    graw needs a windows based proggy to do all the typing for xml's etc, having to write, copy paste is old school

    btw im not knocking this game at all, I love it but it is taking me 10 times longer to make a map than it does in unreal ed, prop becoz im making everything from scratch

  3. there are a number of ways to add a a texture to the model

    drag and drop works

    but for exporting not the best idea

    get this

    -----------------------------------------------------------------------

    http://www.maxplugins.de/max7.php?search=&sort=Author

    -----------------------------------------------------------------------

    Texporter is a utility plugin for simple mesh painting. It simply unfolds the mesh according to its mapping coordinates and lets you paint whatever you want using your favorite painting program (Photoshop, Fractal Painter, etc).

    ------------------------------------------------------------------------------------------

    ill make a tut on how i texture an object as when i started playing with max i couldnt find any

    started on a tut, will finish it off with next couple hours

    simple easy to follow

    http://fubarnzl.50webs.com/index.html

  4. do you know how to do the uvs?

    very basic wall

    click the CREATE tab, make sure its on STANDARD PRIMITIVES

    slect BOX tab

    click the + button on KEYBOARD ENTRY

    1st X Y Z is where box is going to be

    change the length,width,height to the size you want

    click on the CREATE butoon

    done a basic wall

    now you need to texture it etc

  5. That max file is on the desert siege cd so its not hard to just open it in max and render it. The textures are also included with the file the problem is that they are in rsb.

    Luckily there is an rsb plugin for photoshop, I have all the textures in tga now but the problem is getting the correct ones on the right object in max. Luckily the uvw maps are already on there so the trick is just getting the correct textures. Unfortunetly this is more of an undertaking than I originaly thought but I hope to have at least the the castle part done by later today and then I could work on the houses and terrain and all that.

    Other than that pretty much anyone can do this, the real problem being the trees and the shrubs they look pretty bad in max and im not sure if its the way the gr1 engine handled things but I think these are very low poly lod versions that the engine would scale up in game so it didnt look so horrible. Of course I could be completely wrong.

    i have to agree 100% as he didnt even change any of the colors of the models

    nothing wrong with saying "porting castle map from GR" but saying you (aces.Ghost) made map from ground up is wrong

    uZeal u could use the trees from graw and update the buildings a bit, this is what ive been doing atm

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