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So who's planning a map for GRAW?


Phlookian

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I've read so many posts from modders planning maps and campaigns to (rightfully) keep GR1 alive and kicking.

(I myself have some serious work ahead of me in this respect also)

Take this into account along with negative GRAW posts and the prohibitive cost of upgrading to the latest software version of 3DS Max (and a possible lack of interest from scripters if their job has suddenly become degraded or made less interesting as a result of the game engine).

My question is:

Who exactly among us is planning to seriously mod this game (if given the chance)

(I would like to but my commitments would make me a latecomer).

Note: I do not mean changing a few files (much as this is respected modding techniques) but something larger (maps, campaigns,etc)

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me.. I just plan on making and releasing a some what a Hige T.C. But with the maps.. i am going to be making a handful.. i have them all concepted out on paper. I want them to focus more on team tactical play.. the domination mode right now in graw.. its to much lone wolf. Americas army map "Bridge crossing" is a good examble of tactical team play/ firefighting. I am going to focus on that the most.. but altogether be very diverse.

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Well.......... at least somebody replied! :rofl:

I was getting close to posting one of those tumbleweed smilies!

It's interesting that you're thoughts are heading much in the same direction as my own.

This game is (by recent activity on this site) potentially so much more moddable than it's predecessor. It would be a shame to see that potential not exploited for the same reasons that people moan and ###### about GRAW.

I'm sure that my own abilities are so much more pedestrian than the majority of modders on this site but I can already see areas that I would like to push this game.

A proper battlefield sim being only one of them (although I would draw short of the infantry platoon of GR1) I quite like the SF setup of GRAW. maybe those special ops that surround "normal warfare"

(thanks for replying to my thread)

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going to play with the map editor, waiting for scripting tools for coop

nothing big i think just play, but if it takes flight and starts to cancel out my GF then it might get serious, and or serious trouble......

i have got some senario's for missions so i will try those what ever :P

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Gonna try my hand at remaking some of the larger maps from Ravenshield and of course some of my own custom maps also. Hopefully my clan will be able to host at least a couple of servers. One for vanilla stuff and one for custom maps/mods.

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Near Future:

All I see are Mexico City looking clone maps. Hundreds of them spamming the download section. I guess i'll have to wait for the real tools to know if i'll try my hand at making a map or not. I'm certainly not playing cut and paste and then calling it a new map. Where's the IGOR type mission editor thing? Is there one coming. Personally I don't play stand in a circle and shoot each other gametypes (deathmatch) so there's no point in making a map yet. Maybe i've just missed something.

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Near Future:

All I see are Mexico City looking clone maps. Hundreds of them spamming the download section. I guess i'll have to wait for the real tools to know if i'll try my hand at making a map or not. I'm certainly not playing cut and paste and then calling it a new map. Where's the IGOR type mission editor thing? Is there one coming. Personally I don't play stand in a circle and shoot each other gametypes (deathmatch) so there's no point in making a map yet. Maybe i've just missed something.

Pretty much how I feel about it as well. Im going to play around with the editor for awhile and learn a few things. As far as really going in and making maps though, I just wont be doing that untill we get a fun mode to play and base the map around on. You need to know how the game mode plays out before you go making maps for it.

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Near Future:

All I see are Mexico City looking clone maps. Hundreds of them spamming the download section. I guess i'll have to wait for the real tools to know if i'll try my hand at making a map or not. I'm certainly not playing cut and paste and then calling it a new map. Where's the IGOR type mission editor thing? Is there one coming. Personally I don't play stand in a circle and shoot each other gametypes (deathmatch) so there's no point in making a map yet. Maybe i've just missed something.

Always the eternal optimist.... :P

Anyhow I seem to recall you making a couple of those "stand in the circle and shoot each other" type maps for [GR].

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Near Future:

All I see are Mexico City looking clone maps. Hundreds of them spamming the download section. I guess i'll have to wait for the real tools to know if i'll try my hand at making a map or not. I'm certainly not playing cut and paste and then calling it a new map. Where's the IGOR type mission editor thing? Is there one coming. Personally I don't play stand in a circle and shoot each other gametypes (deathmatch) so there's no point in making a map yet. Maybe i've just missed something.

You are free to to not use the pre-made buildings and pieces that are in the original game when you make your maps. you can just build your own buildings and terrains, and import.

Potentially you could even make the whole thing(minus props) in 3dsmax and import that as one big chunk.that is not a very optimised way to do it tho and not recommended, performance wise!:):thumbsup:

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Will we be provided with a little documentation to guide us? Or will we be forced to experiment until someone messes around enough to discover some useful info (Scaling, helper points, etc.) and make a tutorial? I guess this applies to character and weapon modding as well.

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Anyhow I seem to recall you making a couple of those "stand in the circle and shoot each other" type maps for [GR].

True, true, I didn't go online and play them with strange people though. No, wait I think I played some of them with you. :P

You are free to to not use the pre-made buildings and pieces that are in the original game when you make your maps. you can just build your own buildings and terrains, and import.

Potentially you could even make the whole thing(minus props) in 3dsmax and import that as one big chunk.that is not a very optimised way to do it tho and not recommended, performance wise!:):thumbsup:

Creating every object in 3dsmax and then exporting/importing them each separately and then having to put it all back together again in order to create a unique map. Ouch. :blink:

I thank you for the clarification although I can't say that I like what you are saying.

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sleeper it's still better than just having map editor without plugin. I always make models in separate scenes and than put it all in one scene. I found it easier.

I havent tried editor yet but it shouldnt be to hard to put things together in editor i hope.

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It would be sweet to actually recreate some of the popular [GR] 1 Maps such as MBC and Ghost Town.

A man after my own heart. :)

I'm in the process of designing (on paper) a map similar to MBC. I just wish 3ds max support was up and running so I could use my own buildings etc.

How I miss those shermanlevelheights etc :)

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sleeper it's still better than just having map editor without plugin. I always make models in separate scenes and than put it all in one scene. I found it easier.

I havent tried editor yet but it shouldnt be to hard to put things together in editor i hope.

Rgr, I do something similar as far as creating different scenes and then merging them together. The issue is exporting all of the pieces after you have done this in max and then importing them into the GRAW editor and then putting it all together a second time. Better than nothing-yes. Sounds like a lot of extra work-even more so. Map making was hard enough for GR1, i'm not looking forward to doing twice the work now. If you end up with something not working right you're going to have to go back to max and fix it and go through the whole process again. There weren't too many GR1 map modders and it seemed so because it was a time consuming process. GRAW will have plenty more user made maps but they are going to look awfully similar to each other.

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I admit I've not had time to look in depth at the exporter/ plug in but no one has mentioned yet how the game engine deals with low LOD and distance.

Does any one know if this is an automated process or if you have to make two versions of every model?

(and if so OUCH! :wall::wall::wall::wall::wall: )

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I admit I've not had time to look in depth at the exporter/ plug in but no one has mentioned yet how the game engine deals with low LOD and distance.

Does any one know if this is an automated process or if you have to make two versions of every model?

(and if so OUCH! :wall::wall::wall::wall::wall: )

the lods are ofcourse made by hand! :grin3: autogenerated lods looks awful most of the time, however, there are tools in 3dsmax to make autolods and even standalone programs such as Melody, but in the end makin them by hand is almost always a better choice...:)

The lods and their distance are set in the model xml that every model/prop/house/weapn/character has, its very simple and basicly (just like most other model settings) just a matter of copy/paste and changing their names.

hopefully more on this in coming tutorials.

also you always have the choice not to lod at all..or make 9 lod steps, the game doesnt care, only your computer as it will strain to render all that unloded geometry!:)

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Many thanks for the reply Wille,

I think it says a lot for my general laziness and attitude problem.

But.........

9 LEVELS OF LOD!!!!!!!

I think I respect you guys now more than I ever did!

If you'll forgive me I'm just pre-ordering a couple of crates of aspirin (with maybe a paracetomol chaser)

AAAAAAAAAAAAghhhh

:blink::(:wacko::censored:

Edited by Phlookian
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If you end up with something not working right you're going to have to go back to max and fix it and go through the whole process again.

I vaguely remember doing this exact thing everytime I screwed up on one of my exports for [GR]. And the Dark map maker wasn't any joy to wait for either.

Think of the GRAW editor as IGOR on steroids and the workflow process won't seem so overwhelming to you. At least now when you place a vehicle you can actually see where it is and which direction it is facing. ;)

What we did before really isn't too much different except now you will use the editor to access your library of assests created in Max to merge the scene together.

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just as a reminder , ill be doing mapping with the editor , and i will test the max poly count for rendering with effects and pc specs listed as a guage for you guys out there lookin to build as much as possible without piecing every 20 cm together ...

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