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Changing Colors Of Walls In Editor?


AJ59

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The tutorial for the Editor doesn't explain about changing colors or tints of things like walls. There is a button for tint which then brings up another window and a palette but I can't seem to make any changes.

Does anyone know you to use this?

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Might be best to ask this in the Map Modding forum...

Perhaps a mod. would move this over there.

Dav

PS. I have no idea...maps are black magic to me :)

Considering the number of responses over there... it looks like it is "PFM" to everyone.

Pure Freaking Magic.....

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I think Legacy set some of the walls diff colors...or was that one of my maps...small town v3?

Anyways...I am sure someone will pony up soon. Or I'll have a play in the next day or so.

Dav.

Well at the moment I am basically stopped with my mission creation.

After sorta taking a step back and trying to access the mission I am creating I realized I didn't really like what I was creating due to the limitations of the map (M06... I think... aka "water treatment plant").

I don't really want to just start over on a different map... because I would still be in the same situation: Not happy with the static units. GRAW2 has a wide variety of shanty town buildings.. houses.. huts... or whatever. Some more bunkers, pill boxes... etc.... are needed. Using the same concrete wall or brick wall to build things produces something that looks bad.

And right now the bug to do this has bitten me. I have even given some thought to using 3DS Max to create some new units. And while I suspect that it isn't all that hard to do, I have questions about things like how do I get it into the game? Will it work for everyone else? What kind of limitations must I know... etc. Am I limited to the textures that are already in the game? If adding new textures to a map, what should I know? Is there a limit to the number of textures?

Oh... I think I remember that there are some tutorials around here somewhere.... will go snoop about a bit.

And yes... can some Moderator PLEASE move this to the Map Modding sub-forum?

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Hi AJ, I was very disapointed when I started reading your comment...then I got to the bit about you mrphing into a map maker...and I got excited again!

Check out thread #3 in this post http://www.ghostrecon.net/forums/index.php?showtopic=51343#

It's should have all the info you need for creating static objects. Not a bad tutorial either (about 6 pages if I recall.).

i am sure LoBo and others will help if there are any questions. It's something I am keen to get into too!

I am surprised the objects you are after are not in there already...can you give some example pic's of what you are after? Perhaps others will know?

Dav

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Hi AJ, I was very disapointed when I started reading your comment...then I got to the bit about you mrphing into a map maker...and I got excited again!

Check out thread #3 in this post http://www.ghostrecon.net/forums/index.php?showtopic=51343#

It's should have all the info you need for creating static objects. Not a bad tutorial either (about 6 pages if I recall.).

i am sure LoBo and others will help if there are any questions. It's something I am keen to get into too!

I am surprised the objects you are after are not in there already...can you give some example pic's of what you are after? Perhaps others will know?

Dav

Don't have any pics handy.

But the question I have is, if you open up a particular map in the Editor, and then look at all the items in the various Dynamic and Static layers, is that ALL there is? Or are there other items elsewhere available somewhere else in the game that I just need to import/copy from another location?

I'll take a look at that thread. Thanks.

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I think that's all there is.

Google for pics...ie. German Bunker gunbunkerlonguessurmer3.jpg

Also, a word of advice....

I suggest it might be best to go with the buildings that you have in the game at the moment and get the mission scripted as you want, even if the buildings are not right, ie. a concrete building where it should be a bunker...

That way you can continue with the mission and get the gameplay right (ie. release for alpha/beta) and then, if you master the art of object making in 3dsmax, it would only take a few minutes (litterally) to swap out these buildings for custom models you've made yourself.

I highly recomend this approach. I know from personal experience how a simple thing like a prop. can stop you in your tracks and lead to weeks of "passion sapping" frustration....(aka. my anti-personnel mine!) the end result being you lose the will to create your mission and we all miss out!

And I would hate for that to happen.

Might be best to take make it easy on yourself for your first mission and not try and eat the whole elephanet in the first sitting!

Dav

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