Jump to content
Ghost Recon.net Forums
AlexKimov

GR Community SDK

Recommended Posts

whoop! will check it at some point!

out of interest, how does one create a file format plugin for photoshop? there's a file format I wouldn't mind making a plugin for. 

Share this post


Link to post
Share on other sites

0 c++, Photoshop experience

You need to get MS Visual Studio, Photoshop, some books and to spent a lot time trying to learn this s@@t

then you are ready to:

1 file format reverse engeneering

2 hours with photoshop sdk http://www.adobe.com/devnet/photoshop/sdk.html

3 three dots

4 profit

Don't forget about passion,  26 hours in a day and you are on a long vacation (that's what your wife/husband need to know)

Edited by AlexKimov
  • Like 2

Share this post


Link to post
Share on other sites
Quote

there's a file format I wouldn't mind making a plugin for

It isn't worth it, waste of time and resources, but this does not apply to commercial development. Wanna make some money? )

Share this post


Link to post
Share on other sites

I think i'll be the judge of whether or not its worth it thank you. I use this file format on a regular basis, but having to convert it to a Photoshop compatible format in an external program is highly inconvenient and often leads to issues, because said external program hasn't been written well

Share this post


Link to post
Share on other sites

Wow, wow eZee.

...and you are so mysterious. Trust me. Name it. 

Edited by AlexKimov

Share this post


Link to post
Share on other sites

.paa; arma's proprietary texture format, there used to be a plugin for it, but it stopped working on CC

Edited by Zeealex

Share this post


Link to post
Share on other sites

Is it necessary to use photoshop directly? Any reasons?

Edited by AlexKimov

Share this post


Link to post
Share on other sites
12 minutes ago, AlexKimov said:

Is it necessary to use photoshop directly? Any reasons?

loading .paa files and saving them directly from photoshop would save a lot of time and confusion. 

 

Share this post


Link to post
Share on other sites

1ShJ17FExl4.jpg

Done. 3d max correctly reads the texture for 1 game. The plugin for the 2009 version is assembled the same way.

  • Like 1

Share this post


Link to post
Share on other sites
On 5/25/2017 at 20:53, pz3 said:

Get a blender plugin for exporting characters, levels, and weapons asap lol.

...In the making...

  • Like 1

Share this post


Link to post
Share on other sites

I have no idea if thats possible but holy smokes. If it works that would be incredible. 

Share this post


Link to post
Share on other sites

Hi, gr.net. Some current project status here, still a lot of work to do... as always

Random .qob model imported in 3ds max 2017.

 

Edited by AlexKimov

Share this post


Link to post
Share on other sites

Hello Alex. Long time no see.
The .jpg in your last post does not show for me.

 

Share this post


Link to post
Share on other sites

.qob file once more 

Actually, what you see above is just two obj. files converted from original ones.

@Jack Wachter us_delta_a1.chr. 

i uploaded .obj + .mtl files. If you want to see textures (check .mtl file) just convert them to .bmp (whatever), rename lines in .mtl file (.rsb to .bmp), put everything in one folder and open in 3d editor. tested in 3ds max 2017. 

@JohnTC02 👍

pl.jpg

us_delta_a1.mtl

us_delta_a1.obj

Edited by AlexKimov

Share this post


Link to post
Share on other sites

progress so far:

1. import almost done: .qob, .pob, .chr.

2. testing format export: .qob, .pob, .chr.

3. only geometry: .map. Map export isn't in my plans, too many work to do, i don't have enough time.

skeleton and character animations will be later...

also this https://github.com/boristsr/RainbowSixFileConverters. Philip progressing really nice with Rainbows Six 1/2, add some screenshots.

All tools will be avaliable later, not sure when (this year, i guess).

2210.jpg

2231.jpg

223.jpg

2018-12-05 22_59_39-Window.jpg

2018-12-05 23_00_08-Window.jpg

Edited by AlexKimov
  • Like 2

Share this post


Link to post
Share on other sites

This is looking really nice.

The Blood Oil player models have an issue where it seems the attachment point for weapons isn't correct on the hands (the grips for some weapons end up on the back of the hands). Do you know if that could be fixed at some point?

Also, a bulk reskinner tool would be nice. The one that exists currently can only do 1 file at a time. Since a lot of character models have the 3 LODs, it'd be nice to be able to assign the same texture files to them at the same time. Just a wishlist idea.

Good work so far, looking forward to what comes next.

20180911123219_1.thumb.jpg.0cb0ede9ec0191e1135e6bc43f377e3b.jpg

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×