The halo of the light source(red arrow) can not be replicated with the lighting tool. This can be done but only by the map maker in 3DSMax. Tinker did it in a map he made based on the Red Square map night version. You can add lighting as from a porch light or street light and it will light the ground and walls in that area but minus the halo around the bulb or light source. :-( This is what I did on the Polling Center.
Hopefully the Swamp Airfield will be easier. I always have to relearn the Lighting Tool if I haven't used it in awhile.
Polling Center relit with the lighting tool as night map. https://www.mediafire.com/?46p4h121pciv3hf
Setup as a mod for testing purposes. Run at higher priority then CAPD Has "burn marks" in places but not a deal breaker. If we had RSE unlit maps this would not happen. Struggled a fair bit to get this result. Actors are properly lit and I placed lights near the main doorways.
I get along OK except for one room, the main plaza, that crashes every time I turn on dark maps in the lighting tool. So no go for me. I would still apply the gr_lights_exe to this map as shown in the previous post. The actors would blend in rather than sticking out like a sore thumb. I'd give my eye teeth for the unlit versions of the RSE maps.
I'm not sure who lit those maps. I think the lighting on the Polling Center map is OK except for the characters being too bright and that can be fixed with gr_lights.exe available in the download section. Characters are too bright on Swamp Airfield. Not sure if I like the lighting on it. I have lit a few maps and might take a stab at these two if you can be specific in what you'd like. No guarantees as the lighting tool can be frustrating. Additional spot lights and overhead lights can be added if the Lighting Tool cooperates. :-) gr_lights_exe http://www.ghostrecon.net/files2/index.php?act=view&id=130
Before on right and after on left. Has instructions in the download section and does not replace the lighting tool which is much more powerful. Affects only * TGA textures (transparencies) Doors & Windows, Trees and Foliage, Characters and Vehicles* (haven't tested vehicles) No other geometery is affected by the ambient lighting that is edited with this util (additional map geometry is effected by the darkmap textures) Spotting distance might be a way to deal with the vegetation being tagged incorrectly on the Cartel and Trafic maps. I did edit the vegetation textures either eliminating them with the alpha channel or make them smaller in the same way. Some plants are tall enough they can't be seen over so the AI could see you but not vice versa. Tof, the map maker is the only one who could really fix this with the 3DSM map files but I think he is long gone. EDIT: 10/20 at 22:00 hrs Lighting Tool is not cooperating. Always difficult to edit a map that has been lit. At present discouraged. Agreed it would be nice if some of the street lights and doorways were lit on Polling Center. EDIT: 10/21 at 21:00 hrs Had some luck but far from done on Polling Center. If I can reload from a save with the Lighting Tool I'll be encouraged. Since it is already lit there will be anomalies like seen in the screen shot.
Unlit maps never have this problem.
Example of additional lighting at doorway:
As all missions in CAPD this one is very well done.
I had not played CAPD in a long time so I played it a bit. On mission 03, Fishing Village map, enemies don't see ghosts but ghost see and shot them. I thought maybe a console command had been left on but can't find one in the script. I turned my adjustment mod off and only used the CAPD mod. Does this happen with you Thumper?
Thumper, Mr Moon hasn't visited GR.net since April according to his profile. I was really looking forward to the work he was doing in this thread as CAPD is one of my favorites. I hope MrMoon is doing fine and at some point will return. He is a damn fine modder and has several mods in the download section. If you wish you can use any or all the files found in my CAPD Adjustment Mod. Links for CAPD Adjustment Mod. http://www.ghostrecon.net/forums/index.php?/topic/60959-capd2-ghost-legacy-hd-actor-upgrade-for-capd2/&do=findComment&comment=609319 There is a readme included with changes from version 1 to version 3. The update is a small patch. I made the Adjustment Mod for friends and I and it is geared towards MP but hopefully it works in SP too. I included MP actor files, Ghost skins, adjusted and added weapons and kits, and allot of map textures. I have a better version of the Ghost skins if you would like to use them. Some of the things I included may be completely unnecessary or done clumsily so be forewarned! I'd do some testing and offer opinions if needed. Good Luck
Pages 4-8 of the GR_Command Map.pdf explain how to scale the CommandMap(CM) from Igor in Photoshop. It then goes on to explain how to merge it with the render made in 3DS Max. I'm sorry I can't help more as I never had 3DS Max or made a CM from the beginning. Страницы 4-8 этого GR_Command Map.pdf объяснить, как масштабировать CommandMap (СМ) от Игоря в Photoshop. Затем он продолжает объяснять, как объединить его с рендер сделано в 3ds Max.
Я сожалею, что не могу больше, как я никогда не имел 3DS Max или сделал СМ с самого начала.
If the game never starts there will be no options.xml. It is written the first time the game launches. I have Win7 and tried to install GR with the discs from the Gold Edition. The game never would launch. With win XP the game installed and played with no problems. I don't know if that is the case with WinVista but it definitely is an issue with Win7. The Steam version is the best chance as the DRM has been disabled. But that still is not a guarantee. Don't worry about trying to run the game in 640x480, GR will do that for the menus but when the game goes to a mission the resolution can be anything available in the options from the main menu.