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DYNACOMP will be finished


Parabellum
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Speaking of communities, you want to know something?  I miss the old days here.  People respected the folks who had been here since the beginning.  Nowadays, most people here have no frickin clue who paved the way for them to even begin to do their little mods for Ghost Recon.  Everything was new and fresh back then, unlike now.  :(  Where's BajaBravo, DonMiguel, El Oso, and Ravenmouth when I need them?

*edit*

Yeah, before anyone asks, I'm irritated.

I know, it's hard not to be nostalgic. things have really changed, that's for sure. But you still gotta realize that GR.net has got one of the best game communities going. Especially considering how popular a game GR is. Anyway, things will be new and fresh again...gr2 maybe...we'll see. :) 0.02

great looking skin/model btw. :thumbsup:

Edited by JTF-2
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Yeah, you're right.

---

OK, now it's that time where I ask you all a few questions:

- What type of units/weapons (US-based) would you like to see? I haven't made up my mind on what branch/units I'll include.

- How many of you guys think your PC's can handle 1024x1024 skins, characters with 3,500 polys, and weapons over 4k polys? Would some of you prefer a lower-quality version, with standard-sized skins and default GR weapons?

-Based on earlier discussions of the mod, what features and/or story elements would you like to see retained?

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I'd be happy with just about anything of the quality you have been showing so far, but since you asked about units weapons etc, IMO: I think maby one group of say 5th SFG kitted with various m4 sopmods SPR and mk 46 type weapons, then maby some from a non SF unit such as an infantry or airborne unit(ie 3rd or 4th ID, or 82nd or 101st airborne) with unmodified m16's m4's and m249 type weapons. Just a thought but a marpat USMC specialist might be cool as well. I think the 1024 skins look awsome and IMO i'd definately release those, if you still wanted to go to the additional work and additionally release a lower quality version for older machines that would be cool and much appreciated by the people with older machines too. again just my opinion. In the end im sure the community will be happy with what ever you decide. As far as features and storylines to be retained, ill have to go back and see what you guys had planned.

Edited by jay316
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OK, now it's that time where I ask you all a few questions:

- What type of units/weapons (US-based) would you like to see? I haven't made up my mind on what branch/units I'll include

maybe just straight up SFG? with recent kit from 'Ghani/Iraq/other recent conflicts. There could be a few specialists like SEALs, Delta CAG and plain clothes, Combat Controllers, Para rescue, etc.

as for weaps: not that many, quality over quantity. SPR, sopmod, whatever you like really.

How many of you guys think your PC's can handle 1024x1024 skins, characters with 3,500 polys, and weapons over 4k polys? Would some of you prefer a lower-quality version, with standard-sized skins and default GR weapons?

well, to be honest, i've never tried GR like that. I think most computers should be able to handle it, GR is pretty old now in computer years.

-Based on earlier discussions of the mod, what features and/or story elements would you like to see retained?

whatever you cook up will be good enough for me. I like surprises. :ph34r:

thanks for asking btw. :thumbsup:

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Are you using the new GR2 engine? :P

I have never seen such crisp and detailed models in GR before. Were those models shown previously, rendered at an extra high polygon count? If not, can they really look that good in GR? The faces are so life like compared to most GR characters.

silent_op

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Are you using the new GR2 engine?  :P

I have never seen such crisp and detailed models in GR before. Were those models shown previously, rendered at an extra high polygon count? If not, can they really look that good in GR? The faces are so life like compared to most GR characters.

silent_op

The models are mostly just RSE stuff from GR. The textures are all new, and at higher resolutions than Red Storm's textures. Regarding the renders, I didn't increase the poly count at all. I used some of the advanced lighting features in Max to get that realistic look. The character's faces should look real - they're made from real photos, and they're 512x256, rather than 256x128.

@ Swartsz: Depending on which branch I do, I may need some nice MP5's. Yours are the best out there. :)

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The models are mostly just RSE stuff from GR.  The textures are all new, and at higher resolutions than Red Storm's textures.  Regarding the renders, I didn't increase the poly count at all.  I used some of the advanced lighting features in Max to get that realistic look.  The character's faces should look real - they're made from real photos, and they're 512x256, rather than 256x128.

I'm not very familiar with 3D modeling and textures...

Can the GR engine run with your texture settings(512x256)? I'm guessing the GR engine can not re-create your lighting effects from 3DS Max, is that correct?

silent_op

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The models are mostly just RSE stuff from GR.  The textures are all new, and at higher resolutions than Red Storm's textures.  Regarding the renders, I didn't increase the poly count at all.  I used some of the advanced lighting features in Max to get that realistic look.  The character's faces should look real - they're made from real photos, and they're 512x256, rather than 256x128.

I'm not very familiar with 3D modeling and textures...

Can the GR engine run with your texture settings(512x256)? I'm guessing the GR engine can not re-create your lighting effects from 3DS Max, is that correct?

silent_op

Ghost Recon runs just fine with my textures. It cannot recreate the advanced lighting of 3ds max, but I can sort of get around that. I can render all of the effects to texture, effectively 'baking' all of the lighting and specular effects right onto the texture itself. :)

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My rig can handle the polys, so my vote would be to add the chrs/weapons. I like the look of the carry handle m4--would love to see a matched set of non-suppressed/suppressed m4's(m203 inclusive along with reg m4). Most mods will have one or the other, or put scopes etc on them.

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Just a few more shots of the initial desert chr. I did a few things with materials in Max, hoping that the GR engine supported stuff like bump-mapping and specular levels, but that doesn't seem to be the case. :( At any rate, I re-exported one of my M4 models, after adding a bit more detail.

ss1.jpg

ss2.jpg

ss3.jpg

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Just a few more shots of the initial desert chr.  I did a few things with materials in Max, hoping that the GR engine supported stuff like bump-mapping and specular levels, but that doesn't seem to be the case.  :(  At any rate, I re-exported one of my M4 models, after adding a bit more detail.

ss1.jpg

ss2.jpg

ss3.jpg

Oh my word! Holy cow! That is NOT GR1! It just CAN'T!

*Snake faint's from the blood rushing to his head... thud... Doctor! He's flatlined!*

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you know what you should add...that m249 you made with that awesome texture awhile back.  I fell in love with that gun the minute I saw your screens of it.

Well, since you put it that way. :)

@ Stalker: Thanks. To be honest, though, looking at a lot of other stuff makes helps me to realize that I'm just a hack. Every time I see Earl's stuff or Seventh's (the lead dev from VBS1) stuff, I feel like I need to go and practice some more. Seventh's stuff in particular is so clean, so clear, it's hard to believe it's not real.

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