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Files associated with gun files


Wolvy

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So It's been a very long time since i haveplayed GR i used to change things around a little for a few guns i had....

now i am starting to remember a little here and there.....I couldnt get igor to even load past the splash screen....i made a installer from one of the igors on a disc and walla....

So the question is....If I were to make a new gun file , what files are associated with a gun file to make it work properly.....if i were to say put one together and drop it into GR/Mods/original mis folder.....

or how should i place it when finished...in GR or a existing mod folder????

like i said i have used igor and the GR kit matrix and made working weapons to my specs before....I just forgot how i did it.......

I would like to take some out of island thunder and mod them.....so i need to know what file are dependants i guess.....so i can bring them along.....I thought i had them all from equip, textures, sound and model......cant get anything to work right.......no icon in the kit loadout or it wants to crash......

thanks ahead of time.....

an old dog can still learn a new trick....It just takes alot longer now, I keep runnin across female scent trails and get side tracked.......

Edited by Wolvy
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Ok so your gonna have .gun files, .kit files, .qob files, the strings.txt file, the reticle and kit icon rsbs in your shell/art folder, the relevent wav files and effects txt file and the relevent rsbs.

Think thats it :)

Thank you, thank you .......thats one problem right there strings text....what ever program i used before i never moved one...maybe it created it for me....

Ok so i am clueless on the strings text file.....thats prolly what points the .gun to each file??? have copied all the others already.....and moved it to the appropriate GR/mods/orig missions folders and never knew about the strings text......

i guess before i was only changing the specs on a rifle that came in the old gunslingers realism mod....i did put them in the orig miss files though.....always ran GRM4 with the game maybe not #1 priority....now some of the really cool mods yotm and cent com and the like seem to like running by themselves......now i only wanna have one mod running....thus the reason i was wondering if i can put the new files in orig missions....so i can use my modified .guns no matter the mods activated....

so while i am huntin up the strings text.....where would be the best place to put them in GR orig miss????

Edited by Wolvy
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Ok so your gonna have .gun files, .kit files, .qob files, the strings.txt file, the reticle and kit icon rsbs in your shell/art folder, the relevent wav files and effects txt file and the relevent rsbs.

Think thats it :)

so looking at the strings file........ would it be best to just copy the pertinant lines for the .gun in question to the existing GR strings file???????? (thought for a min there wasnt a strings for the origmiss...i found it hiding in data

it seems like adding it all to the origional could/would be bad.....

again thanks ahead...

Edited by Wolvy
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Set up your Mod directory with any name you wish.
Copy the ModsCont.txt from any mod and edit the lines to suit your needs.This file is what enables you to activate your mod.Then add they needed subfolders. I recommend getting one weapon to work in your mod before attempting more.

I found the below on my HHD. Bit of a mish mash I copied from the forums over the years.

Sorry if it is hard to follow.

General guidelines for getting custom weapons to work in game.

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. Done with Mike Schells skinner in download section)
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)

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 weapons or b.) keep existing names if your overriding the sound files only.

IMPORTING SOUNDS FROM OTHER GAMES AND FORMATS:
If you don't have the existing sound as a .wav file, you can record it using Audacity(google it and it is free).
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

EFFECTS.XML for sounds.
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.
This also can be done in Igor with the Sound Volume Editor. If you add original sounds there is no need to run the Sound Volume Editor. However if you give sounds new names you must use the sound volume editor. Always put these in their own subfolder in your sound folder and than point the Sound Volume Editor at this subfolder to reconcile the new sounds.

STRINGS.TXT
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
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. Copy an old one as a template and add to it.

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.

Another explanation:

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, you'll 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 only) 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

Edited by wombat50
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Set up your Mod directory with any name you wish.

Copy the ModsCont.txt from any mod and edit the lines to suit your needs.This file is what enables you to activate your mod.Then add they needed subfolders. I recommend getting one weapon to work in your mod before attempting more.

I found the below on my HHD. Bit of a mish mash I copied from the forums over the years.

Sorry if it is hard to follow.

General guidelines for getting custom weapons to work in game.

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. Done with Mike Schells skinner in download section)

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)

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 weapons or b.) keep existing names if your overriding the sound files only.

IMPORTING SOUNDS FROM OTHER GAMES AND FORMATS:

If you don't have the existing sound as a .wav file, you can record it using Audacity(google it and it is free).

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

EFFECTS.XML for sounds.

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.

This also can be done in Igor with the Sound Volume Editor. If you add original sounds there is no need to run the Sound Volume Editor. However if you give sounds new names you must use the sound volume editor. Always put these in their own subfolder in your sound folder and than point the Sound Volume Editor at this subfolder to reconcile the new sounds.

STRINGS.TXT

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

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. Copy an old one as a template and add to it.

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.

Another explanation:

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, you'll 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 only) 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

I been working on this a bit here an there...i pulled a plain weapons mod and planned to look it over and see how many files were involved ....

I downloaded it and havent looked at it much was gonna peel into it tonight.....This post will probably seal the deal...

I really appreciate the help ....I see alot of things for the original GR have kept goin good....lots of new mods and maps and missions ...

I wish i had better than a satelite connection i would get back into playin online.....

thanks again wombat,..... i am sure this will help me make a few neat combos and maybe in the near future I can get in there with all of yop guys again.......

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well i finally did it ...but my pistol has a big yellow square where my sights should be.......

cant figure out where i went wrong on this....the reticle is the 45.rsb....it is weird.....

is there more than one reticle file???? the one for my rifle came from the elcan/acog mod....

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ok i found the problem.....its that damn app data file....somehow it was saved the 45 rsb file to it.....how does that happen?????...it all mimics the addy and i have caught the comp putting stuff there before....not sure why it does it.

I was in the right folder when i started .....i know cause i clicked my computer then C then ect ect...

ya can't even get to the app data nonsense...... less you unhide file options...

anyone know the purpose of the app data file????

Edited by Wolvy
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