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VILNIUS 2


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dunno to be honest - i desigNed them to be mp maps not coop - and bigger, wider open spaces in the spirit of [GR].

Tinker knows - he downloaded it the other day.

This is a much bigger project though.

But I reckon a few more days and i will have a map thats ready to be scripted on.

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new overhead - i am in the final stages of this map and my next images will be screenies on the ground. i am laying down the last props - bricks n rubble n rubbish etc.

everything else is lookin good and there are lots of areas to explore and compete in/on.

but the missions is what im really hoping to get done.

http://www.ghostrecon.net/fileman/users/li...ed/vilnius3.jpg

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interesting statement viiper - you may just be right.

it seems strange that they built all this and then didnt put the finishng bits in when they had em in there to do their own development.

maybe they did pull em out - would they?!?!??

i dunno - what i do know is its not there for me now.

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interesting statement viiper - you may just be right.

it seems strange that they built all this and then didnt put the finishng bits in when they had em in there to do their own development.

maybe they did pull em out - would they?!?!??

i dunno - what i do know is its not there for me now.

It's the exact same editor that GRIN used, according to information released so far.

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Yeah, they stated that its the same editor with a few layers missing and a few other things that dont work at the moment. I hope that the next patch will have the full editor unlocked/working so we can lay down guys, and do the lightmaps, and learn how to script it for campaign missions.

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Dude props to you!!! :thumbsup:

Looks good even with an incomplete editor...

I think you will find, that is a complete editor. (it was only disabled from use).

So if any of you figure out how to export post here... :shifty: (probably a short cut hot key) :whistle:

Edited by -Corax-
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viiiper posted:

Once you have saved a level (CTRL+S) it will end up in the "data\levels\world_xml\" directory.

From there you can copy it to another folder of choice, for example "data\levels\my_first_level\".

Once you have copied it to the new folder you can edit it again in the editor with the commandline:

"graw2.exe -o context-editor.xml -path my_first_level"

Hope that helps

:)

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The released editor will have "more" features then the develpment one. Nothing has been removed but thing that where done thorugh a different software have been integrated into it, like calculating cover points on maps, generating silhouette textures and lightmaps.

Exoprt is not done in the editor, so shortcut for exporting. Ctrl+S for saving is all you need. You save and then you implement it intot the game through the XML files which gives more freedom. It wasn't used for GRAW1 either besides being made especially for the released editor. Now the bundle tool is separate, like at Grin, and the XML settings are separate, like at Grin, but as said some things that where done by the renderfarm or outside consoles have been implemented.

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Exoprt is not done in the editor, so shortcut for exporting. Ctrl+S for saving is all you need. You save and then you implement it intot the game through the XML files which gives more freedom. It wasn't used for GRAW1 either besides being made especially for the released editor. Now the bundle tool is separate, like at Grin, and the XML settings are separate, like at Grin, but as said some things that where done by the renderfarm or outside consoles have been implemented.

Thats how I did my maps for graw1. It was easier to fix script errors, or add new lines to make things work.

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The released editor will have "more" features then the develpment one. Nothing has been removed but thing that where done thorugh a different software have been integrated into it, like calculating cover points on maps, generating silhouette textures and lightmaps.

Exoprt is not done in the editor, so shortcut for exporting. Ctrl+S for saving is all you need. You save and then you implement it intot the game through the XML files which gives more freedom. It wasn't used for GRAW1 either besides being made especially for the released editor. Now the bundle tool is separate, like at Grin, and the XML settings are separate, like at Grin, but as said some things that where done by the renderfarm or outside consoles have been implemented.

:thumbsup:

Thanks Wolfsong... now I can rest easy because the editor patch is scheduled for Monday August 13th 2007... Just a bit disappointed that it's weekday release. No time time play with the editor during the week... not until the weekend.

Edited by -Corax-
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:thumbsup:

Thanks Wolfsong... now I can rest easy because the editor patch is scheduled for Monday August 13th 2007... Just a bit disappointed that it's weekday release. No time time play with the editor during the week... not until the weekend.

There is always time to play with it a little. :P But no serious stuff until the weekend. ;)

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