-
Posts
3,162 -
Joined
-
Last visited
-
Days Won
133
Content Type
Profiles
Forums
Blogs
Events
Everything posted by wombat50
-
Sorry Chiles, that should have read anything but high. It may be a driver issue, as I can't duplicate it with my current card. Rollback the drivers or wait for a newer version.
-
Did you install the UBI online game software that came with GR? Like Hammer said check it out, there maybe some rooms that run GR only. GL FAQ on using UBI: http://www.geocities.com/sof_strikeforce/ghosttips
-
In the words of digger69, "Can you shoot 'em?"
-
GL in all you do WD. Thanks for the skins. To every thing there is a season...
-
Chernaya Noch - "Dark Nights" - is coming soon!
wombat50 replied to ATO_Architect's topic in GR - General Mod Topics
I like the two part idea. Allot of movies and tv shows leave you hanging. In most cases, it increases the anticipation. -
http://img.photobucket.com/albums/v222/wombat50/landys.jpg
-
oh where, oh where, has my intro movie gone
wombat50 replied to Ayu Taiyaki's topic in GR (PC) - Tech Support
Go to options>game play tab and see if "show intro movie" is checked -
Congrats Tinker! and one hell of a worker.
-
Ok, that would be a good trick. Damn, I hate it when you're right Clay!
-
'ell I'll be Great news GRIN_bigbluesoul and much success to you.
-
Chiles I am familiar with that on The Farm map made by Biro and used by AS as a tournament map for Final Encounter. I think it is map and vid card related. I had the trees rendering as square rectangles with my old card but with the newer card I have, I don't get that problem. What AS recommended and which worked for me, was to go to options and turn the tree model detail to high.
-
US_usmc_urban Using as a character in my mod for Team NH I think I'll make the web gear more grayish or black. Great stuff WD
-
You will have to make a mod that you and everyone on the server has d/l'ed and installed. And of course the server will have to activate it. Below is some useful info others have posted General guidelines for getting custom weapons to work in game -ogre_h wrote: well, now you need to locate the various files for the weapons needed. take your time and be careful and you´ll get it right. the files should be in these folders: equip (.gun) kits (possible kit files) model (.qob , open up the qob file and see what .rsb files the weapon have) shell/art/kit (.rsb , kit icons) sound (weapon sound , also look up the data in the .xml file) textures (.rsb , look in qob file for proper .rsb´s) when all this is done you have to edit the .strings file and put in the proper name for the weapons. Original game only:C:\Program Files\Red Storm Entertainment\Ghost Recon\Data\Shell folder MP1 and MP2: Shell folder of respective expansion importing from gr mods: locate the .gun file. look up the .wav file(s) it is referencing (under the Rate of Fire xml tags). simply copy them to your new mod, choosing to either a.) rename them if your adding weaps or b.) keep existing names if your overriding the sound files only. importing sounds from other games and formats: if you dont have the existing sound as a .wav file, you can record it as such using windows sound rec or soundforge. just turn your record line to be Wav input instead of the usual mic/line in. your new sound will be recorded as a .wav filename you specify when you save it. you will have to trim the edges up if you record manually, however, the sample itself will be entirely digital and without interference. for sound fx: get the .wav file to 22khz/16-bit mono for music: 8-44hkz/16-bit stereo will stream off the disk just fine -harntrox There is a file called effects.xml in the sounds folder. Basically it tells the game how to play back the sounds You have to copy the sound settings from the source mod effects file to your private mods effects file. You can use notepad to edit it. You then have to increase the COUNT variable at the top of the effects.xml file to reflect how many sound files So if you have 50 sound files, your Count would be 50. Hope this helps. DWG wrote: The strings.txt file is quite simple, each entry consists of a pair of strings enclosed in quotes. The first string is the text found in the <NameToken> tag in the gun file. The entries in .gun and strings.txt must match exactly, including in case. The second string is what should appear on screen. So for example an M203 .gun file might contain: <NameToken>COLT_M203</NameToken> and in strings.txt we would have "COLT_M203" "M203" If you have a problem with a weapon name not appearing, then open up the .gun file and open up the strings.txt and check the entries match, almost certainly they won't. Dealing with Janie42's comments, the system works with all strings.txt files in all active mods, searching them in order of precedence and using the first match found. The number of spaces or tabs between the two strings is not significant. It's unclear what he means by numbers in the strings.txt file. -DWG thales100 wrote: Everything starts with the .kit files, that contain the kit icon (.rsb) and the .gun. This file (.gun) contains the models (.qob), the sounds (.wav) and the reticles (.rsb). The models (.qob) contain the textures (.rsb). So youll need : .kit in the kits folder (kits/sniper or kits/demolitions, for example), .gun (and if needed .prj, check below) in the equip folder, models (.qob) in the model folder, .wav in the sounds folder (including entries in the effects file, this considering youll use custom firing sounds, and you must reconciliate using IGOR), reticles (.rsb) in the shell/art folder, kit icons (.rsb) in the shell/art/kits folder, and the textures of the weapon (.rsb) in the textures folder. In case any of the weapons use a .prj, youll also need the model of the projectile (.qob) in the model folder, and its textures in the textures folder. You'll need to add the .kit files to the respective .kil MP restriction files, like "no_restrictions" or "no_sensors", to set multiplayer options correctly. Put your mods .kil files in> C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Your mod\kits examples .kil files: C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\Origmiss\Kits You can make your own with notepad or us the kit restriction editor in Igor. I made mine with notepad so I'm not familiar with it using Igor. You can make the kit icons using photoshop and the rsb plugin, check this tutorial http://www.ghostrecon.net/html/reconcustomkit.htm . -thales100 Get crackin' tiger.
-
Thanks for your hard work WD. I can not wait to try these out.
-
I didn't look real hard for camo on KSK weapons (G36, G36k, G22 etc.) but I did run across this and thought it was pretty impressive. camo patterns on FAL's http://www.dsarms.com/DuraCoat-CamoPattern.asp http://www.ghostrecon.net/forums/index.php...eapon+texturing more about modeling but a few texturing references.
-
A question, as i am making my first mod
wombat50 replied to Ayu Taiyaki's topic in GR - General Mod Topics
Gray area about getting permissions for music. I have seen music credit text files in some mods. As far as using other modders work, it is best to get a permission, if permission is not granted, don't use it in a publicly released mod. If someone used any of what little I have done, I would be flattered but some notable modders can be down right irate, and I don't blame them if permission wasn't granted for their work. Good luck with your mod. -
Ditto what Tinker wrote. Fantastic idea Daimaju. I hope you get all the permissions, I'd like to try your mod out. If I remember correctly, you are using PSP 7 as your photo editor. WytchDokta has PSP 7 and has had good luck with it too include working with alpha channnels. He has had some issues with PSP 8. I have PSP 9 and had allot of trouble just saving an .rsb. Anyways I finally got PS and that has worked fine for me. I include a couple of links for texturing and making sound files. https://wiki.secondlife.com/wiki/Texture_Tools http://en.wikipedia.org/wiki/Sound_effect
-
Thanks Giweda I have allot of mods d/l'ed but not installed yet. I installed Armenia Scared and played it when it came out. Good work all the way around.
-
Do a member search on: BajaBravo Earl SnowFella Thumper1518 Cobaka Check profile options and find their posts. Be allot of reading but these guys know tons about GR weapons.
-
I am not familiar with Sound Trax. I use Audacity and had something similar when I first started using it. Files can not be edited unless the stop button is pushed prior to editing. Trying to edit while the file is paused leaves most of editing tools grayed out. With multiple files, the file to be edited has to be highlighted in the user interface. Hope you get your troubles sorted out.
-
Scotty, this is Captain Kirk. Please check your settings in the Transporter Room! Looking good WD.
-
I'll d/l and have a walk around. I'm sorry you didn't have a chance to finish it but appreciate you letting others use it in their mods.
-
There are so many good mods and campaigns in the gr.net d/l section I haven't had a chance to play myself. If you are looking to learn how to do a campaign type mod, d/l one that is a missions campaign only(usually a much smaller d/l since mission files themselves are so small) or a total conversion mod that has a campaign in it. Frostbite is a good example. Open up the folder and see how it is setup with its folder structure. I haven't set up a campaign mod myself, but I know that Igor has a campaign editor under the tools tab. In some cases you can alter or create your mod files in your mod folder or perform the same task with Igor. Its a matter of choice how you do it. You are a step ahead already. For my purposes, I have a folder that I named "Igor Tutorials" It is a disorganized lot, but I use it. I put all the user made tutorials in there and have named some text files of info I find in posts. Such as 'counters', 'skinning', cinema-tics, attachments, environments, end mission, gun files, sounds etc. I have 'Mike schells skinner utility' in there too. Other aids are the 'Recon section at gr.net that has a section for modding GR, the search function and last but not least, post your questions. g/l
-
Ghostaholic didn't have them either.
-
Thanks Rocky and Fox. Tried Real Player and it said it needed the DivX codec, so I'll get it and have a look at the vid. At Fox, I'll make you a copy of my mod and snail mail it. Rob gave me your addy. I'm working on a retextured map and mission and got another idea brewing to add to it. Bo is still having troubles with his ISP and there were no games last Sunday. If you hadn't heard, 1C is gravely ill. Rob is very worried about him especially since they are brother in-laws. -2W
Ghost Recon Net Forums
The worlds longest running Ghost Recon Forums, believe it or not we have been running these forums since 2003 - which predates the official forums!