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Hey,
I was wondering if any of you might take some time to give me word or two of advice. I am an architect and very familiar with 3D models and especially 3D Max. At the same time I also play Ghost Recon a lot. I've been reading a lot about making custom Maps for Ghost Recon, and began to think that it would be a good engine for "walk through" maps for Architects. We build 3D Max files for almost every project we do. It would be great to dump the models into Ghost Recon and allow clients to walk around in them like you do in the game. I would however like to get rid of enemy units...(we don't want our clients getting shot in their house before it's even built...right?) as well as a couple of other minor adjustments (i.e. no cross hairs, cut the music, "civilian clothing", etc.) It would be perfect if I could initially set up a template with all of the modifications, into which I could just insert different buildings each time. My big question is; do you guys think Igor would be an appropriate platform for this type of development? Can you think of a better game/editor platform (read, "the easier to use the better")? And how difficult is it to "just dump" a 3D Max file into Ghost Recon? Can I retain my materials and/or lighting from 3D Max to Igor? Thanks. P.S. I'm reading El Oso's "Igor for Dummies" tonight. |
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Chief Drooler |
You can walk-thru a map without enemies, no problem. I do that to check map progress all the time. You need to set up a mod folder (preferably in Igor) and put all your textures in .rsb format in the folder along with your map file. You export the map from 3d max using the plugins supplied on the IT CD (plugins from the DS disk won't work with IT for some reason).
Crosshairs you normally have, but you can toggle off all that stuff with F9 from in game. You have a default lighting without shadows, but for more atmospheric lighting you would need to use the lighting tool, which can be a tedious process. There is tagging, etc. involved in Max using the plugins to make floors and whatnot. If you can't find a tutorial (there are PDFs on the IT disk) I can walk you through Max. You export the file to be usable in-game, open Igor with the -buildbinary extension to "compile" the file and generate all the collisions, etc. In Igor you set up an environment file that directs to the map file, a skybox, sets fog, etc. Then you start a new mission file that calls up the environment file. This generates the usable map file. You can then set up an insertion zone, and set up the mission to be accessible. So, for every new map, you would need to change the environment file, and probably change the mission file to get the insertion zone (you don't need an insertion zone, but you otherwise show up in random spots anywhere in the map). It's do-able, fairly quick and easy with practice, but there are probably easier ways to do what you're talking about. |
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Being an architectural engineer and just finished a mod myself, I know it can be done.
There's one big problem though: As long as you're not making money out of it, UBI/RSE grant you a "license" to use their product to enhance gameplay for the community. However, your intention is to sell your product through the use of Ghost Recon and as such you are infringing copyrights. |
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