Zeko Posted April 21, 2004 Share Posted April 21, 2004 Check a detailed texture video tutorial from Dr.Jeckyl, u'll need a TSCC codec to view it. Also read the pdf about it. If u got any more problems, ask here Quote Link to comment Share on other sites More sharing options...
mordred Posted April 21, 2004 Author Share Posted April 21, 2004 saw and read the stuff in the pdf file, but whats my gain if i need to tile the detailed texture anyhow?? i dont get the advantage of this procedure......... Won't i just see the tiled texture in GR? Quote Link to comment Share on other sites More sharing options...
Zeko Posted April 21, 2004 Share Posted April 21, 2004 http://www.ghostrecon.net/forums/index.php?showtopic=13318 Try search in map forum for more info but that should basicly be it. U will see tiled texture under the color texture. Quote Link to comment Share on other sites More sharing options...
deleyt Posted April 21, 2004 Share Posted April 21, 2004 (edited) The advantage with a composite material is, is that you can use a very detailed texture to make the general structure of your ground but at the same time be able to make it diverse with colour and make your detail-texture look more non-repeating. If you have to fill a large area and would use just one texture, it would either be very detailed but repetative, the texture would become too big to handle for any graphics-card or it would stretch out too much, creating no detail at all. To combine this, you have to use a composite material wich combines two textures. One texture is used as the structure of the ground (grass, sand, water, snow) which is called the detail-texture. This is the texture that is going to be repeated several times over. The second that is used is called the base-texture and determines what colour your detail -texture will be. This is a texture that is only going to be repeated once and covers the entire area. The base-texture is then overlayed by the game-engine onto the detail-texture "colouring" the detailtexture. So on one area you can have a grasstexture look darkgreen and on a different area of the map, lightgreen. I didn't feel like making someting up in PhotoShop, so I just drew it on paper to illustrate. Hopefully this explains it: For a composite material to work in GR, you need to assign 2 UVW's to the groundgeometry: one on channel 1 and one on channel 2. Each channel needs to be set in the material-editor aswell and uses the texture assigned to it. Edited April 21, 2004 by |rsi|â„¢deleyt Quote Link to comment Share on other sites More sharing options...
OSO Posted April 22, 2004 Share Posted April 22, 2004 Thats a very good illustration of the concept of a detailed texture above. These two are multiplied together in the lighting tool for the final map which creates your darkmaps and has the shadows integrated right into the texture. There are some pretty good pictures in max of how it is set up right here. Dr. J's video walks you right through the process which is a little better than my images. To get rid of the stretch on the cliff faces use the unwrap uv modifier. Here is an excellent tutorial to show you how to use it. Quote Link to comment Share on other sites More sharing options...
San Posted April 22, 2004 Share Posted April 22, 2004 Also read the level_builder.pdf, the whole process is written there too. Quote Link to comment Share on other sites More sharing options...
mordred Posted April 23, 2004 Author Share Posted April 23, 2004 so the base map, which will be basically green with some ark and lighter areas is uppose , must not be tiled, so its put on the ground level once..........that will make it a 2mb rsb file orso.........or doesnt it have to be detailed at all, just big areas?? whats a good size for it? 512x512 ? greetings the little time free now, new dad : -Mordred- Quote Link to comment Share on other sites More sharing options...
deleyt Posted April 23, 2004 Share Posted April 23, 2004 so the base map, which will be basically green with some ark and lighter areas is uppose , must not be tiled, so its put on the ground level once..........that will make it a 2mb rsb file orso.........or doesnt it have to be detailed at all, just big areas?? whats a good size for it? 512x512 ? greetings the little time free now, new dad : -Mordred- Correct. The basemap can use any colour you like (doesn't have to be just green) but is overlayed on the entire map and isn't tiled. Normally a 512x512 pixelsize texture does the job nicely. Remember that you preferably want to keep your texturesize as low as possible, to prevent cluttering your graphics-card with large textures and losing performance. The detail-texture is tiled. This one is 512x512 pixels aswell usually (all depending on how much detail you need) A good tip: convert your detail-texture into grayscale rather then the exact colour you want it to be. Then let the basemap determine your colour. Quote Link to comment Share on other sites More sharing options...
mordred Posted April 23, 2004 Author Share Posted April 23, 2004 i think i got some serious problems to get it right, i used roads that are 'conformed' on my ground,and my ground isnt 1 whole piece anymore either..........so when i try this method, it all textures really weird Quote Link to comment Share on other sites More sharing options...
mordred Posted July 8, 2004 Author Share Posted July 8, 2004 sorry for the long wait guys, but the map is ready , I'm still w8ting on a mission. The release will be end next week !! It will include: * new map * 2 missions on that map (also FF +recon available) * several other missions done by members of the omega team. (on existing gr maps) cu when u download Quote Link to comment Share on other sites More sharing options...
jay316 Posted July 8, 2004 Share Posted July 8, 2004 Cool, cant wait to try out the new mod. Quote Link to comment Share on other sites More sharing options...
deleyt Posted July 8, 2004 Share Posted July 8, 2004 Nice Mordred Will keep a close eye on this thread. Quote Link to comment Share on other sites More sharing options...
porschefan8 Posted July 12, 2004 Share Posted July 12, 2004 (edited) new maps are always good Edited July 12, 2004 by porschefan8 Quote Link to comment Share on other sites More sharing options...
mordred Posted July 19, 2004 Author Share Posted July 19, 2004 K guys the moment is almost there, the mod is gonna be uploaded any day now 7 missions past the test 1 to go Than grnet is gonna be 'hit' with the download readme... ------------------- Goodday Gentlemen, ------------------- Omega operations is proud to present its first little modification for gr1. includes: * brand new map (made by mordred) * brand new missions (by Raven, by Kamst & Equ][noX ) * option to go recon and firefight I wanna say thank u to all three of the mission scripters as they putted a lot of effort and time into making these fine missions for u guys....etc... So expect the release WEDNESDAY OR THURSDAY !!!!!! -M- Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted July 19, 2004 Share Posted July 19, 2004 Look forward to it. Thanks mordred. Quote Link to comment Share on other sites More sharing options...
Rocky Posted July 24, 2004 Share Posted July 24, 2004 (edited) Here's the download, congratulations x 2! Fileplanet zip updated with patched file and readme. Edited July 25, 2004 by Rocky Quote Link to comment Share on other sites More sharing options...
Sixpence Posted July 24, 2004 Share Posted July 24, 2004 Look like an interesting Map ! But i have CTD in SP...... Quote Link to comment Share on other sites More sharing options...
gulf01 Posted July 25, 2004 Share Posted July 25, 2004 i think its kick ######!good map.looking forward to the rest of the mod. Quote Link to comment Share on other sites More sharing options...
Jack57 Posted July 25, 2004 Share Posted July 25, 2004 I get a ctd on selecting the mission 004- Codename: Kobe mission as well. It appears to be caused by the wrong type of briefing images. If you substitute <BriefingCycleImage>ravineshots.rsb</BriefingCycleImage> <BriefingImage>ravineshots.rsb</BriefingImage> for some default ones it will run fine. Quote Link to comment Share on other sites More sharing options...
mordred Posted July 25, 2004 Author Share Posted July 25, 2004 (edited) i just checked this tuff, i got no ctd here......... Reason : the mod is made for MP only.........guess i missed typing that in th readme. Since we r a coop clan, we never intended on releasing Sp mode. suggested gametype: ***************** MP : 7-9 players Respawn : 0 !!! arcade : off (what do u think !!! ) The missions are made with 0respawn in mind, so u loose a lot of features when u DO use respawn, the suprises may be gone, cause you're not suppose to start from the insertion zone more than once. And dont bother trying, u wont make it with only 4-5 players , but be my guest hope this solves your CTD's gentlemens. (readmefile is gonna be updated...) post on gr net It's a 56k friendly 5Mb download and features 8 new multiplayer missions (if u wanna play it SP, open a MP game and enjoy !) Edited July 25, 2004 by mordred Quote Link to comment Share on other sites More sharing options...
Rocky Posted July 25, 2004 Share Posted July 25, 2004 post on gr net It's a 56k friendly 5Mb download and features 8 new multiplayer missions Yeh but I only just edited it to read "multiplayer" 2 mins ago after reading those recent posts New V2 Omega Quote Link to comment Share on other sites More sharing options...
mordred Posted July 25, 2004 Author Share Posted July 25, 2004 oops Quote Link to comment Share on other sites More sharing options...
jay316 Posted July 25, 2004 Share Posted July 25, 2004 Neat map, looks great! Quote Link to comment Share on other sites More sharing options...
V2_Bloodline Posted July 25, 2004 Share Posted July 25, 2004 brilliant mod, good job! Quote Link to comment Share on other sites More sharing options...
DrNo~SPARTA~ Posted August 26, 2004 Share Posted August 26, 2004 Great map. I have one problem, Three of us are playing and we clear out everything in "Boom" up to and including the underground parking. When we get to the top or around the building one of the team(same guy) see's an enemy in the middle of the intersection and when he shoots him, my computer crashes killing the game. Nobody else see's this guy except the same team member. Once he shot at a guy nobody could see on the embassy and boom, computer crashed, then tonight it happend twice. Any ideas ? Thanks ( Awesome map though ! ) Quote Link to comment Share on other sites More sharing options...
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